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// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#if QSHADER_VIEW_COUNT >= 2
#define SAMPLE(uv) texture(DEPTH_TEXTURE, vec3(uv, VIEW_INDEX))
#else
#define SAMPLE(uv) texture(DEPTH_TEXTURE, uv)
#endif
void MAIN()
{
// not really using the texture array version, unless multiview rendering is active,
// nonetheless this test verifies that QSHADER_VIEW_COUNT is defined etc.
#if QSHADER_VIEW_COUNT >= 2
vec2 uv = (gl_FragCoord.xy) / vec2(textureSize(DEPTH_TEXTURE, 0).xy);
vec4 depthSample = texture(DEPTH_TEXTURE, vec3(uv, VIEW_INDEX));
#else
vec2 uv = (gl_FragCoord.xy) / vec2(textureSize(DEPTH_TEXTURE, 0));
vec4 depthSample = texture(DEPTH_TEXTURE, uv);
#endif
// test that the #define lines are handled correctly; this is a typical
// approach to simplify the above without having to repeat the #if
// QSHADER_VIEW_COUNT everywhere.
depthSample = SAMPLE(uv);
float zNear = CAMERA_PROPERTIES.x;
float zFar = CAMERA_PROPERTIES.y;
float zRange = zFar - zNear;
float z_n = 2.0 * depthSample.r - 1.0;
float d = 2.0 * zNear * zFar / (zFar + zNear - z_n * zRange);
d /= zFar;
FRAGCOLOR = vec4(d, d, d, 1.0);
}