diff --git a/code/renderergl2/glsl/depthblur_fp.glsl b/code/renderergl2/glsl/depthblur_fp.glsl index 60a261c5..a5b264fd 100644 --- a/code/renderergl2/glsl/depthblur_fp.glsl +++ b/code/renderergl2/glsl/depthblur_fp.glsl @@ -4,6 +4,7 @@ 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); @@ -11,15 +12,17 @@ float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044); float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear) { - float sampleZDivW = texture2D(depthMap, tex).r; + // depth is upside down? + float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).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)); + + // enable for less blurring for farther objects + //scale /= min(zFarDivZNear * depthCenter / 32.0, 2.0); #if defined(USE_HORIZONTAL_BLUR) vec2 direction = vec2(scale.x, 0.0); @@ -64,5 +67,5 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa void main() { - gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw); + gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz); } diff --git a/code/renderergl2/glsl/ssao_fp.glsl b/code/renderergl2/glsl/ssao_fp.glsl index 84f18cb7..1714c2be 100644 --- a/code/renderergl2/glsl/ssao_fp.glsl +++ b/code/renderergl2/glsl/ssao_fp.glsl @@ -40,7 +40,8 @@ mat2 randomRotation( const vec2 p ) float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear) { - float sampleZDivW = texture2D(depthMap, tex).r; + // depth is upside down? + float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).r; return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); } @@ -80,7 +81,7 @@ float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZN void main() { - float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw); + float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz); gl_FragColor = vec4(vec3(result), 1.0); } diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c index 3796d4d2..9771c1b5 100644 --- a/code/renderergl2/tr_backend.c +++ b/code/renderergl2/tr_backend.c @@ -977,7 +977,7 @@ const void *RB_DrawSurfs( const void *data ) { qglCopyTextureImage2D(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0); } - if (r_ssao->integer) + if (tr.hdrDepthFbo) { // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0); @@ -1079,7 +1079,6 @@ const void *RB_DrawSurfs( const void *data ) { RB_InstantQuad2(quadVerts, texCoords); - FBO_Bind(tr.screenShadowFbo); GLSL_BindProgram(&tr.depthBlurShader[1]); @@ -1100,6 +1099,7 @@ const void *RB_DrawSurfs( const void *data ) { viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f); viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f); + viewInfo[3] *= (float)backEnd.viewParms.viewportHeight / (float)backEnd.viewParms.viewportWidth; FBO_Bind(tr.quarterFbo[0]); @@ -1541,9 +1541,6 @@ const void *RB_PostProcess(const void *data) srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight; //FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); - srcBox[1] = tr.screenSsaoImage->height - srcBox[1]; - srcBox[3] = -srcBox[3]; - FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); }