mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
ce50b0e46b
Works for most shaders, except SSAO.
66 lines
1.5 KiB
GLSL
66 lines
1.5 KiB
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D AODepthTexture;
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#define KERNEL_RADIUS 3.0
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float CrossBilateralWeight(float r, float sampleDepth, float centerDepth)
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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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float deltaZ = (sampleDepth - centerDepth) * BlurSharpness;
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return exp2(-r * r * blurFalloff - deltaZ * deltaZ);
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}
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void ProcessSample(float ao, float z, float r, float centerDepth, inout float totalAO, inout float totalW)
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{
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float w = CrossBilateralWeight(r, z, centerDepth);
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totalAO += w * ao;
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totalW += w;
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}
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void ProcessRadius(vec2 deltaUV, float centerDepth, inout float totalAO, inout float totalW)
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{
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for (float r = 1; r <= KERNEL_RADIUS; r += 1.0)
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{
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vec2 uv = r * deltaUV + TexCoord;
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vec2 aoZ = texture(AODepthTexture, uv).xy;
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ProcessSample(aoZ.x, aoZ.y, r, centerDepth, totalAO, totalW);
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}
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}
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vec2 ComputeBlur(vec2 deltaUV)
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{
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vec2 aoZ = texture(AODepthTexture, TexCoord).xy;
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float totalAO = aoZ.x;
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float totalW = 1.0;
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ProcessRadius(deltaUV, aoZ.y, totalAO, totalW);
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ProcessRadius(-deltaUV, aoZ.y, totalAO, totalW);
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return vec2(totalAO / totalW, aoZ.y);
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}
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vec2 BlurX()
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{
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return ComputeBlur(vec2(InvFullResolution.x, 0.0));
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}
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float BlurY()
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{
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return pow(clamp(ComputeBlur(vec2(0.0, InvFullResolution.y)).x, 0.0, 1.0), PowExponent);
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}
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void main()
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{
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#if defined(BLUR_HORIZONTAL)
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FragColor = vec4(BlurX(), 0.0, 1.0);
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#else
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FragColor = vec4(BlurY(), 0.0, 0.0, 1.0);
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#endif
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}
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