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library / src / main / res / raw / blit_depth_fragment_shader.glsl @ 3f12341d

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 Leszek Koltunski  leszek@koltunski.pl                                          //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// This library is free software; you can redistribute it and/or                                 //
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// modify it under the terms of the GNU Lesser General Public                                    //
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// License as published by the Free Software Foundation; either                                  //
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// version 2.1 of the License, or (at your option) any later version.                            //
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//                                                                                               //
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// This library 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 GNU                             //
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// Lesser General Public License for more details.                                               //
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//                                                                                               //
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// You should have received a copy of the GNU Lesser General Public                              //
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// License along with this library; if not, write to the Free Software                           //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
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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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