64 lines
1.4 KiB
GLSL
64 lines
1.4 KiB
GLSL
/**
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* @file edgeF.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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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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varying vec2 vary_fragcoord;
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uniform float depth_cutoff;
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uniform float norm_cutoff;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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float getDepth(vec2 pos_screen)
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{
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float z = texture2DRect(depthMap, pos_screen.xy).r;
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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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vec2 tc = vary_fragcoord.xy;
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float sc = 0.75;
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vec2 de;
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de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
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de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
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de /= depth;
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de *= de;
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de = step(depth_cutoff, de);
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vec2 ne;
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vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
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nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
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ne.x = dot(nexnorm, norm);
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vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
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neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
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ne.y = dot(neynorm, norm);
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ne = 1.0-ne;
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ne = step(norm_cutoff, ne);
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gl_FragColor.a = dot(de,de)+dot(ne,ne);
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//gl_FragColor.a = dot(de,de);
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}
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