mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-07 05:21:12 +00:00
737bf15ad8
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
54 lines
2.2 KiB
GLSL
54 lines
2.2 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 AddSample(vec2 blurSample, float r, float centerDepth, inout float totalAO, inout float totalW)
|
|
{
|
|
const float blurSigma = KERNEL_RADIUS * 0.5;
|
|
const float blurFalloff = 1.0 / (2.0 * blurSigma * blurSigma);
|
|
|
|
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;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 centerSample = textureOffset(AODepthTexture, TexCoord, ivec2( 0, 0)).xy;
|
|
float centerDepth = centerSample.y;
|
|
float totalAO = centerSample.x;
|
|
float totalW = 1.0;
|
|
|
|
#if defined(BLUR_HORIZONTAL)
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(-3, 0)).xy, 3.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(-2, 0)).xy, 2.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(-1, 0)).xy, 1.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2( 1, 0)).xy, 1.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2( 2, 0)).xy, 2.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2( 3, 0)).xy, 3.0, centerDepth, totalAO, totalW);
|
|
#else
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, -3)).xy, 3.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, -2)).xy, 2.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, -1)).xy, 1.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, 1)).xy, 1.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, 2)).xy, 2.0, centerDepth, totalAO, totalW);
|
|
AddSample(textureOffset(AODepthTexture, TexCoord, ivec2(0, 3)).xy, 3.0, centerDepth, totalAO, totalW);
|
|
#endif
|
|
|
|
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
|
|
}
|