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/**
* @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 sampler2D 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(texture2D(depthMap, tc0).r,
texture2D(depthMap, tc1).r,
texture2D(depthMap, tc2).r,
texture2D(depthMap, tc3).r);
vec4 depth2 =
vec4(texture2D(depthMap, tc4).r,
texture2D(depthMap, tc5).r,
texture2D(depthMap, tc6).r,
texture2D(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, texture2D(depthMap, tc8).r);
gl_FragDepth = depth;
}
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