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@ -9,13 +9,24 @@ layout(binding = 1) uniform isampler2D stencil_tex;
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layout(location = 0) out vec4 color;
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float conv_to_float(uint value, uint mantissa_bits) {
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uint exp = (value >> mantissa_bits) & 0x1Fu;
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uint mantissa_shift = 32u - mantissa_bits;
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uint mantissa = (value << mantissa_shift) >> mantissa_shift;
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return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits)));
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}
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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uint depth_stencil = (stencil << 24) | (depth >> 8);
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uint red_int = (depth_stencil >> 21) & 0x07FF;
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uint green_int = (depth_stencil >> 10) & 0x07FF;
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uint blue_int = depth_stencil & 0x03FF;
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color.b = float(depth >> 22) / (exp2(10) - 1.0);
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color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
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color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
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color.r = conv_to_float(red_int, 6u);
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color.g = conv_to_float(green_int, 6u);
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color.b = conv_to_float(blue_int, 5u);
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color.a = 1.0f;
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}
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