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[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 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 depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear); //scale /= zFarDivZNear * depthCenter; //int blurSteps = int(float(BLUR_SIZE) / (zFarDivZNear * depthCenter)); #if defined(USE_HORIZONTAL_BLUR) vec2 direction = vec2(scale.x, 0.0); #else // if defined(USE_VERTICAL_BLUR) vec2 direction = vec2(0.0, scale.y); #endif vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y)); #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; int i, j; for (i = 0; i < 2; i++) { for (j = 1; j < BLUR_SIZE; j++) { vec2 offset = direction * j; float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear); float depthExpected = depthCenter + dot(slope, offset); float useSample = float(abs(depthSample - depthExpected) < zLimit); #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 } direction = -direction; } return result / total; } void main() { gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw); }