Removed unused shader.
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a401096487
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52017e31ea
@ -1,55 +0,0 @@
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uniform sampler2D depth;
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layout (local_size_x = 32, local_size_y = 32) in;
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layout (std430) buffer Histogram
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{
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int bin[1024];
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int mindepth;
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int maxdepth;
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int count;
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};
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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shared int sbin[1024];
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shared int smindepth;
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shared int smaxdepth;
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shared int scount;
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void main()
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{
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int x = int(gl_GlobalInvocationID.x), y = int(gl_GlobalInvocationID.y);
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vec2 uv = vec2(x, y) / screen;
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float z = texture(depth, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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int lineardepth = int(xpos.z * 4);
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sbin[gl_LocalInvocationIndex] = 0;
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if (gl_LocalInvocationIndex == 0) {
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smindepth = 1000;
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smaxdepth = 0;
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scount = 0;
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}
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barrier();
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if (lineardepth < 1000) {
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atomicAdd(sbin[lineardepth], 1);
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atomicAdd(scount, 1);
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atomicMin(smindepth, lineardepth);
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atomicMax(smaxdepth, lineardepth);
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}
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barrier();
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atomicAdd(bin[gl_LocalInvocationIndex], sbin[gl_LocalInvocationIndex]);
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if (gl_LocalInvocationIndex == 0) {
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atomicAdd(count, scount);
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atomicMin(mindepth, smindepth);
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atomicMax(maxdepth, smaxdepth);
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}
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}
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@ -470,17 +470,6 @@ namespace FullScreenShader
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glShaderStorageBlockBinding(m_program, block_idx, 1);
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}
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DepthHistogramShader::DepthHistogramShader()
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{
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loadProgram(OBJECT,
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GL_COMPUTE_SHADER, "depthhistogram.comp",
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GL_COMPUTE_SHADER, "utils/getPosFromUVDepth.frag");
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assignSamplerNames(0, "depth", ST_NEAREST_FILTERED);
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GLuint block_idx = glGetProgramResourceIndex(m_program, GL_SHADER_STORAGE_BLOCK, "Histogram");
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glShaderStorageBlockBinding(m_program, block_idx, 1);
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}
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GlowShader::GlowShader()
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{
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loadProgram(OBJECT,
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@ -95,12 +95,6 @@ public:
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ShadowMatrixesGenerationShader();
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};
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class DepthHistogramShader : public TextureShader<DepthHistogramShader, 1>
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{
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public:
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DepthHistogramShader();
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};
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class GlowShader : public TextureShader<GlowShader, 1>
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{
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public:
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