Explicit constructor for mat3 from a mat4 is not valid and cannot be overloaded. Adding explicit texture resource type flags for depth textures. This is an explicit requirement for Metal Shading language. This is a temporary compatibility, as this path is already supported in GPU_SHADER_CREATE_INFO under ImageType::DEPTH_2D, though required in shader source for MSL shaders which do not have create info. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14418
37 lines
922 B
GLSL
37 lines
922 B
GLSL
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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/* Convert depth to Mist factor */
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uniform vec3 mistSettings;
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uniform depth2D depthBuffer;
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#define mistStart mistSettings.x
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#define mistInvDistance mistSettings.y
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#define mistFalloff mistSettings.z
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out vec4 fragColor;
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void main()
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{
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vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
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vec2 uvs = gl_FragCoord.xy * texel_size;
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float depth = textureLod(depthBuffer, uvs, 0.0).r;
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vec3 co = get_view_space_from_depth(uvs, depth);
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float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z;
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/* bring depth into 0..1 range */
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float mist = saturate((zcor - mistStart) * mistInvDistance);
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/* falloff */
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mist = pow(mist, mistFalloff);
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fragColor = vec4(mist);
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// if (mist > 0.999) fragColor = vec4(1.0);
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// else if (mist > 0.0001) fragColor = vec4(0.5);
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// else fragColor = vec4(0.0);
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}
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