q3rally/engine/code/renderergl2/glsl/depthblur_fp.glsl
Zack Middleton 04ea0f76f8 ioquake3 resync to commit c1ab47a7 from 60dfabbe
Use nanosleep(2) instead of usleep(3)
Makefile: fix compilation on FreeBSD
Update macOS version for GitHub CI
OpenGL2: Add OpenGL ES 2.0+ support
OpenGL2: Add run-time support for unsigned short indexes
OpenGL2: Use CPU vertex animation if too few vertex attributes
Merge pull request #664 from zturtleman/opengles2
OpenGL2: Fix issues running under WebGL
OpenGL2: Fallback to OpenGL ES if OpenGL fails
Add minimal emscripten support
Fix emscripten build directions
Use BASEGAME for emscripten assets
Fix using emscripten 3.1.27+
Allow building for emscripten with "emmake make"
Add -ffast-math for emscripten to match other platforms
Add .vscode and baseq3 to gitignore
Rebuild every target if Makefile changes
ioquake3.html replaces Emscripten-generated HTML shell
Get rid of "Nothing to be done for _.zip" message
Fix build when specifying PLATFORM=emscripten manually instead of using emmake
Silence compiler warnings
Support debug Emscripten build
Speed up GitHub Actions with -j
Add GitHub Actions workflow for web/Emscripten
Add Emscripten to README
Add DEPEND_MAKEFILE to disable rebuild on Makefile edit
Add BUILD_RENDERER_OPENGL1 to disable opengl1
Clean up emscripten in Makefile
Make emscripten --preload-file opt-in
Allow web client to use unzipped QVMs
Customize the web client HTML file
Add support for overriding basegame to web client
Add support for mods to web client
Rename client-config.json based on CLIENTBIN
2024-06-13 15:44:18 -05:00

87 lines
2.4 KiB
GLSL

uniform sampler2D u_ScreenImageMap;
uniform sampler2D u_ScreenDepthMap;
uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
varying vec2 var_ScreenTex;
//float gauss[8] = float[8](0.17, 0.17, 0.16, 0.14, 0.12, 0.1, 0.08, 0.06);
//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033);
//float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
//float gauss[3] = float[3](0.60, 0.19, 0.0066);
#define BLUR_SIZE 4
#if !defined(USE_DEPTH)
//#define USE_GAUSS
#endif
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
float sampleZDivW = texture2D(depthMap, tex).r;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
{
float gauss[4];
gauss[0] = 0.40;
gauss[1] = 0.24;
gauss[2] = 0.054;
gauss[3] = 0.0044;
#if defined(USE_DEPTH)
float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
scale /= clamp(zFarDivZNear * depthCenter / 32.0, 1.0, 2.0);
#endif
#if defined(USE_HORIZONTAL_BLUR)
vec2 direction = vec2(scale.x * 2.0, 0.0);
vec2 nudge = vec2(0.0, scale.y * 0.5);
#else // if defined(USE_VERTICAL_BLUR)
vec2 direction = vec2(0.0, scale.y * 2.0);
vec2 nudge = vec2(-scale.x * 0.5, 0.0);
#endif
#if defined(USE_GAUSS)
vec4 result = texture2D(imageMap, tex) * gauss[0];
float total = gauss[0];
#else
vec4 result = texture2D(imageMap, tex);
float total = 1.0;
#endif
float zLimit = 5.0 / zFar;
for (int i = 0; i < 2; i++)
{
for (int j = 1; j < BLUR_SIZE; j++)
{
vec2 offset = direction * (float(j) - 0.25) + nudge;
#if defined(USE_DEPTH)
float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
float depthExpected = depthCenter + dot(slope, offset);
float useSample = float(abs(depthSample - depthExpected) < zLimit);
#else
float useSample = 1.0;
#endif
#if defined(USE_GAUSS)
result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample);
total += gauss[j] * useSample;
#else
result += texture2D(imageMap, tex + offset) * useSample;
total += useSample;
#endif
nudge = -nudge;
}
direction = -direction;
nudge = -nudge;
}
return result / total;
}
void main()
{
gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
}