ioef/code/renderergl2/glsl/depthblur_fp.glsl

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uniform sampler2D u_ScreenImageMap;
uniform sampler2D u_ScreenDepthMap;
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uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
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);
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#define BLUR_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)
{
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vec2 scale = u_ViewInfo.zw;
#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));
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#if defined(USE_GAUSS)
vec4 result = texture2D(imageMap, tex) * gauss[0];
float total = gauss[0];
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#else
vec4 result = texture2D(imageMap, tex);
float total = 1.0;
#endif
int i, j;
for (i = 0; i < 2; i++)
{
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for (j = 1; j < BLUR_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)
{
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#if defined(USE_GAUSS)
result += texture2D(imageMap, tex + offset) * gauss[j];
total += gauss[j];
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#else
result += texture2D(imageMap, tex + offset);
total += 1.0;
#endif
}
}
direction = -direction;
}
return result / total;
}
void main()
{
gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y);
}