fix reverseZDepth uniform name
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@@ -6,7 +6,7 @@ out vec4 fragColor;
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layout (std140) uniform baseFragUniformBlock
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{
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bool uIsVulkan;
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bool uIsReverseZDepth;
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};
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uniform sampler2D uSourceColorTexture;
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@@ -19,7 +19,7 @@ void main()
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float fragmentDepth = texture(uSourceDepthTexture, TexCoord).r;
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bool drawnTo;
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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drawnTo = (fragmentDepth != 0.0f);
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}
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@@ -12,7 +12,7 @@ layout (std140) uniform fragUniformBlock
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// inverted model view matrix and projection matrix
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mat4 uDhInvMvmProj;
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bool uIsVulkan;
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bool uIsReverseZDepth;
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};
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uniform sampler2D uMcColorTexture;
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@@ -28,7 +28,7 @@ vec3 calcViewPosition(float fragmentDepth, mat4 invMvmProj)
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{
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// normalized device coordinates
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vec4 ndc = vec4(TexCoord.xy, fragmentDepth, 1.0);
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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// Z already in [0,1], don't remap
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ndc.xy = ndc.xy * 2.0 - 1.0;
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@@ -22,7 +22,7 @@ layout (std140) uniform fragUniformBlock
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mat4 uDhInvMvmProj;
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mat4 uMcInvMvmProj;
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bool uIsVulkan;
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bool uIsReverseZDepth;
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};
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@@ -35,7 +35,7 @@ vec3 calcViewPosition(float fragmentDepth, mat4 invMvmProj)
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{
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// normalized device coordinates
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vec4 ndc = vec4(TexCoord.xy, fragmentDepth, 1.0);
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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// Z already in [0,1], don't remap
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ndc.xy = ndc.xy * 2.0 - 1.0;
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@@ -84,7 +84,7 @@ void main()
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// we only want to fade vanilla rendered objects, not to the sky or LODs
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bool isGround;
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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isGround = (mcFragmentDepth > 0);
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}
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@@ -41,7 +41,7 @@ layout (std140) uniform fragUniformBlock
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// inverted model view matrix and projection matrix
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mat4 uInvMvmProj;
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bool uIsVulkan;
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bool uIsReverseZDepth;
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};
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uniform sampler2D uDhDepthTexture;
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@@ -142,7 +142,7 @@ vec3 calcViewPosition(float fragmentDepth, mat4 invMvmProj)
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{
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// normalized device coordinates
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vec4 ndc = vec4(TexCoord.xy, fragmentDepth, 1.0);
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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// Z already in [0,1], don't remap
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ndc.xy = ndc.xy * 2.0 - 1.0;
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@@ -23,7 +23,7 @@ layout (std140) uniform fragUniformBlock
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mat4 uInvProj;
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mat4 uProj;
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bool uIsVulkan;
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bool uIsReverseZDepth;
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};
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uniform sampler2D uDhDepthTexture;
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@@ -51,7 +51,7 @@ vec3 calcViewPosition(float fragmentDepth, mat4 invMvmProj)
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{
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// normalized device coordinates
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vec4 ndc = vec4(TexCoord.xy, fragmentDepth, 1.0);
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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// Z already in [0,1], don't remap
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ndc.xy = ndc.xy * 2.0 - 1.0;
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@@ -98,7 +98,7 @@ float GetSpiralOcclusion(const in vec2 uv, const in vec3 viewPos, const in vec3
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continue;
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}
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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vec4 ndc = vec4(
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sampleClipPos.x * 2.0 - 1.0, // UV [0,1] -> NDC [-1,+1]
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@@ -137,7 +137,7 @@ void main()
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float occlusion = 0.0;
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bool isGround;
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if (uIsVulkan)
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if (uIsReverseZDepth)
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{
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isGround = (fragmentDepth > 0.0f);
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}
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