89 lines
1.9 KiB
GLSL
89 lines
1.9 KiB
GLSL
/**
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* @file giDownsampleF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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uniform sampler2DRect giLightMap;
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uniform vec2 kern[32];
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uniform float dist_factor;
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uniform float blur_size;
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uniform vec2 delta;
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uniform int kern_length;
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uniform float kern_scale;
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uniform vec3 blur_quad;
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varying vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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float getDepth(vec2 pos_screen)
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{
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float z = texture2DRect(depthMap, pos_screen.xy).a;
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z = z*2.0-1.0;
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vec4 ndc = vec4(0.0, 0.0, z, 1.0);
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vec4 p = inv_proj*ndc;
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return p.z/p.w;
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}
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void main()
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{
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vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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float depth = getDepth(vary_fragcoord.xy);
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vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
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vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy);
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dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0);
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float defined_weight = kern[0].x;
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vec3 col = ccol*kern[0].x;
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for (int i = 0; i < kern_length; i++)
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{
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vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
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vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
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sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
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float d = dot(norm.xyz, sampNorm);
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if (d > 0.5)
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{
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float sampdepth = getDepth(tc.xy);
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sampdepth -= depth;
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if (sampdepth*sampdepth < blur_quad.z)
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{
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col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
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defined_weight += kern[i].x;
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}
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}
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}
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col /= defined_weight;
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//col = ccol;
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col = col*blur_quad.y;
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gl_FragData[0].xyz = col;
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//gl_FragColor = ccol;
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}
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