uniform sampler2D u_ScreenImageMap; uniform sampler2D u_ScreenDepthMap; uniform vec4 u_ViewInfo; // zfar / znear, zfar varying vec2 var_ScreenTex; //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 GAUSS_SIZE 4 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) { float scale = 1.0 / 256.0; #if defined(USE_HORIZONTAL_BLUR) vec2 direction = vec2(1.0, 0.0) * scale; #else // if defined(USE_VERTICAL_BLUR) vec2 direction = vec2(0.0, 1.0) * scale; #endif float depthCenter = zFar * getLinearDepth(depthMap, tex, zFarDivZNear); vec2 centerSlope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y)); vec4 result = texture2D(imageMap, tex) * gauss[0]; float total = gauss[0]; int i, j; for (i = 0; i < 2; i++) { for (j = 1; j < GAUSS_SIZE; j++) { vec2 offset = direction * j; float depthSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear); float depthExpected = depthCenter + dot(centerSlope, offset); if(abs(depthSample - depthExpected) < 5.0) { result += texture2D(imageMap, tex + offset) * gauss[j]; total += gauss[j]; } } direction = -direction; } return result / total; } void main() { gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y); }