gzdoom/wadsrc/static/shaders/glsl/depthblur.fp
2019-04-16 08:59:29 +02:00

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
}