mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 16:41:22 +00:00
53 lines
1.3 KiB
GLSL
53 lines
1.3 KiB
GLSL
|
|
layout(location=0) in vec2 TexCoord;
|
|
layout(location=0) out vec4 FragColor;
|
|
|
|
layout(binding=0) uniform sampler2D AODepthTexture;
|
|
|
|
#define KERNEL_RADIUS 3.0
|
|
|
|
void main()
|
|
{
|
|
const float blurSigma = KERNEL_RADIUS * 0.5;
|
|
const float blurFalloff = 1.0 / (2.0 * blurSigma * blurSigma);
|
|
|
|
vec2 centerSample = texture(AODepthTexture, TexCoord).xy;
|
|
|
|
float centerDepth = centerSample.y;
|
|
float totalAO = centerSample.x;
|
|
float totalW = 1.0;
|
|
|
|
for (float r = 1.0; r <= KERNEL_RADIUS; r += 1.0)
|
|
{
|
|
vec4 blurSample = texture(AODepthTexture, TexCoord - InvFullResolution * r);
|
|
float ao = blurSample.x;
|
|
float z = blurSample.y;
|
|
|
|
float deltaZ = (z - centerDepth) * BlurSharpness;
|
|
float w = exp2(-r * r * blurFalloff - deltaZ * deltaZ);
|
|
|
|
totalAO += w * ao;
|
|
totalW += w;
|
|
}
|
|
|
|
for (float r = 1.0; r <= KERNEL_RADIUS; r += 1.0)
|
|
{
|
|
vec4 blurSample = texture(AODepthTexture, InvFullResolution * r + TexCoord);
|
|
float ao = blurSample.x;
|
|
float z = blurSample.y;
|
|
|
|
float deltaZ = (z - centerDepth) * BlurSharpness;
|
|
float w = exp2(-r * r * blurFalloff - deltaZ * deltaZ);
|
|
|
|
totalAO += w * ao;
|
|
totalW += w;
|
|
}
|
|
|
|
float fragAO = totalAO / totalW;
|
|
|
|
#if defined(BLUR_HORIZONTAL)
|
|
FragColor = vec4(fragAO, centerDepth, 0.0, 1.0);
|
|
#else
|
|
FragColor = vec4(pow(clamp(fragAO, 0.0, 1.0), PowExponent), 0.0, 0.0, 1.0);
|
|
#endif
|
|
}
|