mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-25 13:21:08 +00:00
e7405e98df
OpenGL2: Use an OpenGL 3.2 core context if available OpenGL2: Remove GLSL_ValidateProgram() OpenGL2: Don't do MSAA resolve/shadow mask/SSAO on shadow views OpenGL2: "Fix" cg_shadows 4 Fix score bonus for defending the flag carrier in CTF Restore not giving defense score bonus to flag carrier Add score bonus for defending the flag carrier in 1 Flag CTF Move CON_Init ahead of Com_Init to avoid Windows dedicated server crash Make 'globalservers 0' fetch all masters OpenGL2: Don't use initialized arrays in glsl shaders Echo server say/tell/sayto message to console Don't try to remove non-existant command 'shaderstate' Update internal curl to 7.54.0 Silence g_util.c warning about set but not read variable Remove unused imgFlag_t value IMGFLAG_SRGB Make warmup in Team Deathmatch wait for players to join both teams Remove CVAR_PROTECTED from cl_renderer Fix/improve buffer overflow in MSG_ReadBits/MSG_WriteBits Fix friction in AAS_ClientMovementPrediction Fix floating point precision loss in renderer Reject OpenGL contexts w/ software renderer when core context requested
88 lines
2.4 KiB
GLSL
88 lines
2.4 KiB
GLSL
uniform sampler2D u_ScreenImageMap;
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uniform sampler2D u_ScreenDepthMap;
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uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
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varying vec2 var_ScreenTex;
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//float gauss[8] = float[8](0.17, 0.17, 0.16, 0.14, 0.12, 0.1, 0.08, 0.06);
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//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033);
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//float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
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//float gauss[3] = float[3](0.60, 0.19, 0.0066);
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#define BLUR_SIZE 4
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#if !defined(USE_DEPTH)
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//#define USE_GAUSS
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#endif
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float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
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{
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float sampleZDivW = texture2D(depthMap, tex).r;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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}
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vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
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{
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float gauss[4];
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gauss[0] = 0.40;
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gauss[1] = 0.24;
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gauss[2] = 0.054;
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gauss[3] = 0.0044;
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#if defined(USE_DEPTH)
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float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
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vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
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scale /= clamp(zFarDivZNear * depthCenter / 32.0, 1.0, 2.0);
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#endif
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#if defined(USE_HORIZONTAL_BLUR)
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vec2 direction = vec2(scale.x * 2.0, 0.0);
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vec2 nudge = vec2(0.0, scale.y * 0.5);
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#else // if defined(USE_VERTICAL_BLUR)
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vec2 direction = vec2(0.0, scale.y * 2.0);
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vec2 nudge = vec2(-scale.x * 0.5, 0.0);
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#endif
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#if defined(USE_GAUSS)
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vec4 result = texture2D(imageMap, tex) * gauss[0];
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float total = gauss[0];
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#else
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vec4 result = texture2D(imageMap, tex);
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float total = 1.0;
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#endif
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float zLimit = 5.0 / zFar;
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int i, j;
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for (i = 0; i < 2; i++)
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{
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for (j = 1; j < BLUR_SIZE; j++)
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{
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vec2 offset = direction * (float(j) - 0.25) + nudge;
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#if defined(USE_DEPTH)
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float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
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float depthExpected = depthCenter + dot(slope, offset);
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float useSample = float(abs(depthSample - depthExpected) < zLimit);
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#else
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float useSample = 1.0;
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#endif
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#if defined(USE_GAUSS)
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result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample);
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total += gauss[j] * useSample;
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#else
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result += texture2D(imageMap, tex + offset) * useSample;
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total += useSample;
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#endif
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nudge = -nudge;
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}
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direction = -direction;
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nudge = -nudge;
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}
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return result / total;
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}
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void main()
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{
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gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
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}
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