// debug view of the light clusters: tints every pixel of the scene with the colour of its depth slice, // and darkens every other screen tile to show the grid. drawn over the resolved image, see gl/cluster_grid.h in vec2 f_coords; #include #texture (depth_tex, 0, R) uniform sampler2D depth_tex; layout(location = 0) out vec4 out_color; const float TINT = 0.55; // blue (near) through green to red (far) vec3 ramp(float t) { return clamp(vec3(1.5) - abs(4.0 * t - vec3(3.0, 2.0, 1.0)), 0.0, 1.0); } void main() { // reverse z: 0 is the far plane at infinity, i.e. the sky, which has no cluster float depth = texelFetch(depth_tex, ivec2(f_coords * vec2(textureSize(depth_tex, 0))), 0).r; if (depth <= 0.0) discard; // depth is znear / w float w = cluster_znear / depth; int slice = clamp(int(floor(log(w) * cluster_slice_scale + cluster_slice_bias)), 0, CLUSTER_GRID_Z - 1); ivec2 tile = clamp(ivec2(floor(f_coords * vec2(CLUSTER_GRID_X, CLUSTER_GRID_Y))), ivec2(0), ivec2(CLUSTER_GRID_X - 1, CLUSTER_GRID_Y - 1)); vec3 color = ramp(float(slice) / float(CLUSTER_GRID_Z - 1)); if (((tile.x + tile.y) & 1) != 0) color *= 0.8; out_color = vec4(color, TINT); }