mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-30 15:51:53 +00:00
58 lines
1.6 KiB
GLSL
58 lines
1.6 KiB
GLSL
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);
|
|
}
|