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library / src / main / res / raw / blit_depth_fragment_shader.glsl @ 35a0f4ed

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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of Distorted.                                                          //
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//                                                                                          //
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// Distorted is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// Distorted is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision highp float;
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out vec4 fragColor;           // The output color
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in vec2 v_TexCoordinate;      // Interpolated texture coordinate per fragment.
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uniform sampler2D u_Texture;
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uniform sampler2D u_DepthTexture;
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//////////////////////////////////////////////////////////////////////////////////////////////
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// why -0.0003 ? On some drivers (for example Qualcomm's V@331, V@415 on Adreno 308 - also on
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// some Mali devices ) without it the depth test - when postprocessing a flat 2D object - does
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// not pass (for unknown reasons) and we don't see the Glow halo.  See for example the 'Glowing
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// Leaf' test app.
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// Why exactly 0.0003? Testing of the Cube app on the SM-A315F. ( Mali G52, drivr r20p0 )
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// 0.0003 shouldn't hurt anyway.
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void main()                    		
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  {
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  gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r -0.0003;
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  fragColor    = texture(u_Texture     ,v_TexCoordinate);
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  }
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