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https://github.com/ZDoom/gzdoom-gles.git
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- simplify depthblur.fp into a single function
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parent
073f151761
commit
9d29a460de
2 changed files with 41 additions and 48 deletions
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@ -697,11 +697,6 @@ void PPAmbientOcclusion::Render(PPRenderState *renderstate, float m5, int sceneW
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ssaoUniforms.Scale = sceneScale;
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ssaoUniforms.Offset = sceneOffset;
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DepthBlurUniforms blurUniforms;
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blurUniforms.BlurSharpness = blurSharpness;
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blurUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
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blurUniforms.PowExponent = gl_ssao_exponent;
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AmbientCombineUniforms combineUniforms;
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combineUniforms.SampleCount = gl_multisample;
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combineUniforms.Scale = screen->SceneScale();
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@ -740,6 +735,11 @@ void PPAmbientOcclusion::Render(PPRenderState *renderstate, float m5, int sceneW
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// Blur SSAO texture
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if (gl_ssao_debug < 2)
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{
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DepthBlurUniforms blurUniforms;
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blurUniforms.BlurSharpness = blurSharpness;
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blurUniforms.PowExponent = gl_ssao_exponent;
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blurUniforms.InvFullResolution = { 1.0f / AmbientWidth, 0.0f };
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renderstate->Clear();
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renderstate->Shader = &BlurHorizontal;
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renderstate->Uniforms.Set(blurUniforms);
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@ -749,9 +749,15 @@ void PPAmbientOcclusion::Render(PPRenderState *renderstate, float m5, int sceneW
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renderstate->SetNoBlend();
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renderstate->Draw();
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blurUniforms.InvFullResolution = { 0.0f, 1.0f / AmbientHeight };
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renderstate->Clear();
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renderstate->Shader = &BlurVertical;
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renderstate->Uniforms.Set(blurUniforms);
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renderstate->Viewport = ambientViewport;
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renderstate->SetInputTexture(0, &Ambient1);
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renderstate->SetOutputTexture(&Ambient0);
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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@ -6,61 +6,48 @@ layout(binding=0) uniform sampler2D AODepthTexture;
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#define KERNEL_RADIUS 3.0
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float CrossBilateralWeight(float r, float sampleDepth, float centerDepth)
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void main()
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{
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const float blurSigma = KERNEL_RADIUS * 0.5;
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const float blurFalloff = 1.0 / (2.0 * blurSigma * blurSigma);
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float deltaZ = (sampleDepth - centerDepth) * BlurSharpness;
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vec2 centerSample = texture(AODepthTexture, TexCoord).xy;
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return exp2(-r * r * blurFalloff - deltaZ * deltaZ);
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}
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void ProcessSample(float ao, float z, float r, float centerDepth, inout float totalAO, inout float totalW)
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{
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float w = CrossBilateralWeight(r, z, centerDepth);
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totalAO += w * ao;
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totalW += w;
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}
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void ProcessRadius(vec2 deltaUV, float centerDepth, inout float totalAO, inout float totalW)
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{
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for (float r = 1; r <= KERNEL_RADIUS; r += 1.0)
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{
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vec2 uv = r * deltaUV + TexCoord;
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vec2 aoZ = texture(AODepthTexture, uv).xy;
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ProcessSample(aoZ.x, aoZ.y, r, centerDepth, totalAO, totalW);
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}
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}
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vec2 ComputeBlur(vec2 deltaUV)
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{
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vec2 aoZ = texture(AODepthTexture, TexCoord).xy;
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float totalAO = aoZ.x;
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float centerDepth = centerSample.y;
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float totalAO = centerSample.x;
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float totalW = 1.0;
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ProcessRadius(deltaUV, aoZ.y, totalAO, totalW);
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ProcessRadius(-deltaUV, aoZ.y, totalAO, totalW);
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for (float r = 1.0; r <= KERNEL_RADIUS; r += 1.0)
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{
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vec4 blurSample = texture(AODepthTexture, TexCoord - InvFullResolution * r);
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float ao = blurSample.x;
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float z = blurSample.y;
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return vec2(totalAO / totalW, aoZ.y);
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}
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float deltaZ = (z - centerDepth) * BlurSharpness;
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float w = exp2(-r * r * blurFalloff - deltaZ * deltaZ);
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vec2 BlurX()
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{
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return ComputeBlur(vec2(InvFullResolution.x, 0.0));
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}
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totalAO += w * ao;
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totalW += w;
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}
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float BlurY()
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{
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return pow(clamp(ComputeBlur(vec2(0.0, InvFullResolution.y)).x, 0.0, 1.0), PowExponent);
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}
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for (float r = 1.0; r <= KERNEL_RADIUS; r += 1.0)
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{
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vec4 blurSample = texture(AODepthTexture, InvFullResolution * r + TexCoord);
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float ao = blurSample.x;
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float z = blurSample.y;
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float deltaZ = (z - centerDepth) * BlurSharpness;
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float w = exp2(-r * r * blurFalloff - deltaZ * deltaZ);
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totalAO += w * ao;
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totalW += w;
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}
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float fragAO = totalAO / totalW;
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void main()
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{
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#if defined(BLUR_HORIZONTAL)
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FragColor = vec4(BlurX(), 0.0, 1.0);
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FragColor = vec4(fragAO, centerDepth, 0.0, 1.0);
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#else
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FragColor = vec4(BlurY(), 0.0, 0.0, 1.0);
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FragColor = vec4(pow(clamp(fragAO, 0.0, 1.0), PowExponent), 0.0, 0.0, 1.0);
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#endif
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}
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