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#ifndef __SHADERBASE_H__ |
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#define __SHADERBASE_H__ |
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// can't use UNITY_REVERSED_Z since it's not enabled in compute shaders |
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#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) |
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#define REVERSE_ZBUF |
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#endif |
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#ifdef SHADER_API_PSSL |
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#ifndef Texture2DMS |
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float FetchDepth(Texture2D depthTexture, uint2 pixCoord) |
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{ |
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float zdpth = LOAD_TEXTURE2D(depthTexture, pixCoord.xy).x; |
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#ifdef REVERSE_ZBUF |
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#if UNITY_REVERSED_Z |
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zdpth = 1.0 - zdpth; |
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#endif |
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return zdpth; |
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{ |
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float zdpth = LOAD_TEXTURE2D_MSAA(depthTexture, pixCoord.xy, sampleIdx).x; |
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#ifdef REVERSE_ZBUF |
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#if UNITY_REVERSED_Z |
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zdpth = 1.0 - zdpth; |
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#endif |
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return zdpth; |
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