/** * @file debugF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; VARYING vec2 tc0; VARYING vec2 tc1; VARYING vec2 tc2; VARYING vec2 tc3; VARYING vec2 tc4; VARYING vec2 tc5; VARYING vec2 tc6; VARYING vec2 tc7; VARYING vec2 tc8; void main() { vec4 depth1 = vec4(texture2DRect(depthMap, tc0).r, texture2DRect(depthMap, tc1).r, texture2DRect(depthMap, tc2).r, texture2DRect(depthMap, tc3).r); vec4 depth2 = vec4(texture2DRect(depthMap, tc4).r, texture2DRect(depthMap, tc5).r, texture2DRect(depthMap, tc6).r, texture2DRect(depthMap, tc7).r); depth1 = min(depth1, depth2); float depth = min(depth1.x, depth1.y); depth = min(depth, depth1.z); depth = min(depth, depth1.w); depth = min(depth, texture2DRect(depthMap, tc8).r); gl_FragDepth = depth; }