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- rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver
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3 changed files with 35 additions and 36 deletions
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@ -697,6 +697,10 @@ 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.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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@ -735,11 +739,6 @@ 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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@ -749,8 +748,6 @@ 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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@ -634,7 +634,7 @@ struct DepthBlurUniforms
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{
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float BlurSharpness;
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float PowExponent;
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FVector2 InvFullResolution;
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float Padding0, Padding1;
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static std::vector<UniformFieldDesc> Desc()
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{
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@ -642,7 +642,8 @@ struct DepthBlurUniforms
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{
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{ "BlurSharpness", UniformType::Float, offsetof(DepthBlurUniforms, BlurSharpness) },
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{ "PowExponent", UniformType::Float, offsetof(DepthBlurUniforms, PowExponent) },
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{ "InvFullResolution", UniformType::Vec2, offsetof(DepthBlurUniforms, InvFullResolution) }
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{ "Padding0", UniformType::Float, offsetof(DepthBlurUniforms, Padding0) },
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{ "Padding1", UniformType::Float, offsetof(DepthBlurUniforms, Padding1) }
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};
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}
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};
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@ -6,42 +6,43 @@ layout(binding=0) uniform sampler2D AODepthTexture;
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#define KERNEL_RADIUS 3.0
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void main()
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void AddSample(vec2 blurSample, float r, float centerDepth, inout float totalAO, inout float totalW)
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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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vec2 centerSample = texture(AODepthTexture, TexCoord).xy;
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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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void main()
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{
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vec2 centerSample = textureOffset(AODepthTexture, TexCoord, ivec2( 0, 0)).xy;
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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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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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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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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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#if defined(BLUR_HORIZONTAL)
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(-3, 0)).xy, 3.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(-2, 0)).xy, 2.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(-1, 0)).xy, 1.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2( 1, 0)).xy, 1.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2( 2, 0)).xy, 2.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2( 3, 0)).xy, 3.0, centerDepth, totalAO, totalW);
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#else
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, -3)).xy, 3.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, -2)).xy, 2.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, -1)).xy, 1.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, 1)).xy, 1.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, 2)).xy, 2.0, centerDepth, totalAO, totalW);
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AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, 3)).xy, 3.0, centerDepth, totalAO, totalW);
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#endif
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float fragAO = totalAO / totalW;
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