EG/RenderPipelineFile/rpplugins/dof/shader/fetch_dof_minmax.frag.glsl
2025-07-24 11:37:46 +08:00

61 lines
1.9 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma optionNV (unroll all)
#define USE_GBUFFER_EXTENSIONS
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "dof.inc.glsl"
uniform sampler2D PrecomputedCoC;
out vec2 result;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
ivec2 screen_coord = ivec2(coord.x, coord.y * tile_size);
float max_depth = 0;
float max_coc = 0;
for (int y = 0; y <= tile_size; y += 1) {
float coc = texelFetch(PrecomputedCoC, screen_coord + ivec2(0, y), 0).w;
float depth = texelFetch(GBuffer.Depth, screen_coord, 0).x;
if (screen_coord.y + y >= WINDOW_HEIGHT) continue;
max_depth = max(max_depth, depth);
max_coc = max(max_coc, coc);
}
result = vec2(max_depth, max_coc);
}