mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 15:32:57 +00:00
Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
This commit is contained in:
parent
902097d6da
commit
e7765bb240
5 changed files with 17 additions and 5 deletions
|
@ -136,7 +136,6 @@ void FGLRenderer::RenderScreenQuad()
|
|||
|
||||
void FGLRenderer::PostProcessScene()
|
||||
{
|
||||
AmbientOccludeScene();
|
||||
mBuffers->BlitSceneToTexture();
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
|
@ -187,6 +186,8 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
|
||||
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
|
||||
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
|
||||
mLinearDepthShader->Scale[multisample].Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
|
||||
mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
|
||||
RenderScreenQuad();
|
||||
|
||||
// Apply ambient occlusion
|
||||
|
@ -246,7 +247,6 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
mSSAOCombineShader->Bind();
|
||||
mSSAOCombineShader->AODepthTexture.Set(0);
|
||||
RenderScreenQuad();
|
||||
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
||||
|
||||
FGLDebug::PopGroup();
|
||||
}
|
||||
|
|
|
@ -503,6 +503,8 @@ void FGLRenderer::DrawScene(int drawmode)
|
|||
|
||||
RenderScene(recursion);
|
||||
|
||||
AmbientOccludeScene();
|
||||
|
||||
// Handle all portals after rendering the opaque objects but before
|
||||
// doing all translucent stuff
|
||||
recursion++;
|
||||
|
|
|
@ -65,6 +65,8 @@ void FLinearDepthShader::Bind(bool multisample)
|
|||
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
|
||||
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
|
||||
Scale[multisample].Init(shader, "Scale");
|
||||
Offset[multisample].Init(shader, "Offset");
|
||||
}
|
||||
shader.Bind();
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@ public:
|
|||
FBufferedUniform1f LinearizeDepthB[2];
|
||||
FBufferedUniform1f InverseDepthRangeA[2];
|
||||
FBufferedUniform1f InverseDepthRangeB[2];
|
||||
FBufferedUniform2f Scale[2];
|
||||
FBufferedUniform2f Offset[2];
|
||||
|
||||
private:
|
||||
FShaderProgram mShader[2];
|
||||
|
|
|
@ -8,28 +8,34 @@ uniform int SampleCount;
|
|||
#else
|
||||
uniform sampler2D DepthTexture;
|
||||
#endif
|
||||
|
||||
uniform float LinearizeDepthA;
|
||||
uniform float LinearizeDepthB;
|
||||
uniform float InverseDepthRangeA;
|
||||
uniform float InverseDepthRangeB;
|
||||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = Offset + TexCoord * Scale;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
ivec2 texSize = textureSize(DepthTexture);
|
||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
||||
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||
float depth = 0.0;
|
||||
for (int i = 0; i < SampleCount; i++)
|
||||
depth += texelFetch(DepthTexture, ipos, i).x;
|
||||
depth /= float(SampleCount);
|
||||
#else
|
||||
/*ivec2 texSize = textureSize(DepthTexture, 0);
|
||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
||||
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||
if (ipos.x < 0) ipos.x += texSize.x;
|
||||
if (ipos.y < 0) ipos.y += texSize.y;
|
||||
float depth = texelFetch(DepthTexture, ipos, 0).x;*/
|
||||
float depth = texture(DepthTexture, TexCoord).x;
|
||||
float depth = texture(DepthTexture, uv).x;
|
||||
#endif
|
||||
|
||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue