mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 04:51:41 +00:00
69 lines
1.5 KiB
GLSL
69 lines
1.5 KiB
GLSL
|
|
in vec2 TexCoord;
|
|
out vec4 FragColor;
|
|
|
|
uniform sampler2D AODepthTexture;
|
|
uniform float BlurSharpness;
|
|
uniform vec2 InvFullResolution;
|
|
uniform float PowExponent;
|
|
|
|
#define KERNEL_RADIUS 3.0
|
|
|
|
float CrossBilateralWeight(float r, float sampleDepth, float centerDepth)
|
|
{
|
|
const float blurSigma = KERNEL_RADIUS * 0.5;
|
|
const float blurFalloff = 1.0 / (2.0 * blurSigma * blurSigma);
|
|
|
|
float deltaZ = (sampleDepth - centerDepth) * BlurSharpness;
|
|
|
|
return exp2(-r * r * blurFalloff - deltaZ * deltaZ);
|
|
}
|
|
|
|
void ProcessSample(float ao, float z, float r, float centerDepth, inout float totalAO, inout float totalW)
|
|
{
|
|
float w = CrossBilateralWeight(r, z, centerDepth);
|
|
totalAO += w * ao;
|
|
totalW += w;
|
|
}
|
|
|
|
void ProcessRadius(vec2 deltaUV, float centerDepth, inout float totalAO, inout float totalW)
|
|
{
|
|
for (float r = 1; r <= KERNEL_RADIUS; r += 1.0)
|
|
{
|
|
vec2 uv = r * deltaUV + TexCoord;
|
|
vec2 aoZ = texture(AODepthTexture, uv).xy;
|
|
ProcessSample(aoZ.x, aoZ.y, r, centerDepth, totalAO, totalW);
|
|
}
|
|
}
|
|
|
|
vec2 ComputeBlur(vec2 deltaUV)
|
|
{
|
|
vec2 aoZ = texture(AODepthTexture, TexCoord).xy;
|
|
|
|
float totalAO = aoZ.x;
|
|
float totalW = 1.0;
|
|
|
|
ProcessRadius(deltaUV, aoZ.y, totalAO, totalW);
|
|
ProcessRadius(-deltaUV, aoZ.y, totalAO, totalW);
|
|
|
|
return vec2(totalAO / totalW, aoZ.y);
|
|
}
|
|
|
|
vec2 BlurX()
|
|
{
|
|
return ComputeBlur(vec2(InvFullResolution.x, 0.0));
|
|
}
|
|
|
|
float BlurY()
|
|
{
|
|
return pow(clamp(ComputeBlur(vec2(0.0, InvFullResolution.y)).x, 0.0, 1.0), PowExponent);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
#if defined(BLUR_HORIZONTAL)
|
|
FragColor = vec4(BlurX(), 0.0, 1.0);
|
|
#else
|
|
FragColor = vec4(BlurY(), 0.0, 0.0, 1.0);
|
|
#endif
|
|
}
|