Occlusion FBOs in deferred.
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/**
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* @file debugF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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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;
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* version 2.1 of the License only.
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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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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2D depthMap;
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uniform float delta;
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VARYING vec2 tc0;
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VARYING vec2 tc1;
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VARYING vec2 tc2;
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VARYING vec2 tc3;
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VARYING vec2 tc4;
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VARYING vec2 tc5;
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VARYING vec2 tc6;
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VARYING vec2 tc7;
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VARYING vec2 tc8;
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void main()
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{
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vec4 depth1 =
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vec4(texture2D(depthMap, tc0).r,
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texture2D(depthMap, tc1).r,
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texture2D(depthMap, tc2).r,
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texture2D(depthMap, tc3).r);
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vec4 depth2 =
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vec4(texture2D(depthMap, tc4).r,
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texture2D(depthMap, tc5).r,
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texture2D(depthMap, tc6).r,
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texture2D(depthMap, tc7).r);
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depth1 = min(depth1, depth2);
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float depth = min(depth1.x, depth1.y);
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depth = min(depth, depth1.z);
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depth = min(depth, depth1.w);
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depth = min(depth, texture2D(depthMap, tc8).r);
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gl_FragDepth = depth;
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}
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@@ -0,0 +1,69 @@
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/**
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* @file debugF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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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;
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* version 2.1 of the License only.
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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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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect depthMap;
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uniform float delta;
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VARYING vec2 tc0;
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VARYING vec2 tc1;
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VARYING vec2 tc2;
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VARYING vec2 tc3;
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VARYING vec2 tc4;
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VARYING vec2 tc5;
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VARYING vec2 tc6;
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VARYING vec2 tc7;
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VARYING vec2 tc8;
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void main()
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{
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vec4 depth1 =
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vec4(texture2DRect(depthMap, tc0).r,
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texture2DRect(depthMap, tc1).r,
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texture2DRect(depthMap, tc2).r,
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texture2DRect(depthMap, tc3).r);
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vec4 depth2 =
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vec4(texture2DRect(depthMap, tc4).r,
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texture2DRect(depthMap, tc5).r,
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texture2DRect(depthMap, tc6).r,
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texture2DRect(depthMap, tc7).r);
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depth1 = min(depth1, depth2);
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float depth = min(depth1.x, depth1.y);
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depth = min(depth, depth1.z);
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depth = min(depth, depth1.w);
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depth = min(depth, texture2DRect(depthMap, tc8).r);
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gl_FragDepth = depth;
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}
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@@ -0,0 +1,59 @@
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/**
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* @file debugV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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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;
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* version 2.1 of the License only.
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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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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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uniform vec2 screen_res;
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uniform vec2 delta;
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VARYING vec2 tc0;
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VARYING vec2 tc1;
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VARYING vec2 tc2;
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VARYING vec2 tc3;
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VARYING vec2 tc4;
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VARYING vec2 tc5;
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VARYING vec2 tc6;
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VARYING vec2 tc7;
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VARYING vec2 tc8;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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vec2 tc = (position.xy*0.5+0.5)*screen_res;
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tc0 = tc+vec2(-delta.x,-delta.y);
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tc1 = tc+vec2(0,-delta.y);
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tc2 = tc+vec2(delta.x,-delta.y);
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tc3 = tc+vec2(-delta.x,0);
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tc4 = tc+vec2(0,0);
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tc5 = tc+vec2(delta.x,0);
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tc6 = tc+vec2(-delta.x,delta.y);
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tc7 = tc+vec2(0,delta.y);
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tc8 = tc+vec2(delta.x,delta.y);
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}
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