fx: add fxaa post-process shader
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3071cdd0ac
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116
vtm/resources/assets/shaders/post_fxaa.h
Normal file
116
vtm/resources/assets/shaders/post_fxaa.h
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@ -0,0 +1,116 @@
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precision mediump float;
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uniform vec2 u_pixel;
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attribute vec4 a_pos;
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varying vec2 tex_pos;
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void
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main()
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{
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gl_Position = a_pos;
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tex_pos = (a_pos.xy + 1.0) * 0.5;
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//tex_pos.zw = tex_pos.xz - u_pixel * vec2 (0.5);
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}
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§
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precision mediump float;
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//uniform sampler2D m_Texture;
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//uniform vec2 g_Resolution;
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//uniform vec2 g_Resolution;
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uniform sampler2D u_texColor;
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uniform vec2 u_pixel;
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varying vec2 tex_pos;
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//uniform float m_VxOffset;
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//uniform float m_SpanMax;
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//uniform float m_ReduceMul;
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const vec2 m_SpanMax = vec2(2.5, 2.5);
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const float m_ReduceMul = 0.15;
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//varying vec2 texCoord;
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//varying vec4 pos;
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//#define FxaaTex(t, p) texture2D(t, p)
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//#define OffsetVec(a, b) vec2(a, b)
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//#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r)
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// Output of FxaaVertexShader interpolated across screen.
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// Input texture.
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// Constant {1.0/frameWidth, 1.0/frameHeight}.
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#define FXAA_REDUCE_MIN (1.0/128.0)
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//float FxaaLuma(float3 rgb) {
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// return rgb.g * (0.587/0.299) + rgb.b;
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//}
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vec4
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FxaaPixelShader(vec2 pos, sampler2D tex, vec2 pixel){
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//#define FXAA_REDUCE_MUL (1.0/8.0)
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//#define FXAA_SPAN_MAX 8.0
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vec3 rgbNW = texture2D(tex, pos + vec2(-1.0, -1.0) * pixel).xyz;
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// vec3 rgbNE = FxaaTexOff(tex, pos.zw, OffsetVec(1,0), pixel.xy).xyz;
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// vec3 rgbSW = FxaaTexOff(tex, pos.zw, OffsetVec(0,1), pixel.xy).xyz;
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// vec3 rgbSE = FxaaTexOff(tex, pos.zw, OffsetVec(1,1), pixel.xy).xyz;
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vec3 rgbNE = texture2D(tex, pos + vec2(1.0, -1.0) * pixel).xyz;
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vec3 rgbSW = texture2D(tex, pos + vec2(-1.0, 1.0) * pixel).xyz;
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vec3 rgbSE = texture2D(tex, pos + vec2(1.0, 1.0) * pixel).xyz;
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vec3 rgbM = texture2D(tex, pos).xyz;
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//return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0);
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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//vec4 rgb = texture2D (tex, pos);
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//return vec4(0.5 + lumaM - lumaMin, lumaM, 0.5 + lumaM - lumaMax, 1.0) * rgb.a;
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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//return vec4(dir*0.5, 0.5, 1.0);
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (dirReduce + min(abs(dir.x), abs(dir.y)));
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dir = min(m_SpanMax, max(-m_SpanMax, dir * rcpDirMin)) * pixel;
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vec4 rgbA = 0.5 * (texture2D(tex, pos + dir * vec2(1.0 / 3.0 - 0.5))
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+ texture2D(tex, pos + dir * vec2(2.0 / 3.0 - 0.5)));
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vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, pos + dir * vec2(0.0 / 3.0 - 0.5))
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+ texture2D(tex, pos + dir * vec2(3.0 / 3.0 - 0.5)));
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float lumaB = dot(rgbB.xyz, luma.xyz);
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float d = step(lumaB, lumaMin) + step(lumaMax, lumaB);
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return (1.0 - d) * rgbB + d * rgbA;
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// if ((lumaB < lumaMin) || (lumaB > lumaMax))
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// { return rgbA; } else { return rgbB; }
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}
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void
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main(){
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//vec2 rcpFrame = vec2(1.0) / g_Resolution;
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//gl_FragColor = vec4(FxaaPixelShader(pos, m_Texture, rcpFrame), 1.0);
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gl_FragColor = FxaaPixelShader(tex_pos, u_texColor, u_pixel * 3.15);
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//gl_FragColor = FxaaPixelShader (tex_pos, u_texColor, u_pixel * 2.35);
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//vec4 c = texture2D (u_texColor, tex_pos);
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//gl_FragColor = vec4 (c.rgb * 0.5, 1.0) + vec4(FxaaPixelShader (tex_pos, u_texColor, u_pixel * 3.15).rgb - c.rgb, 1.0) * 2.0;
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//gl_FragColor = 0.2*c + (FxaaPixelShader (tex_pos, u_texColor, u_pixel * 1.2)) * 0.8;
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}
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@ -73,7 +73,7 @@ class S3DBTileLoader extends TileLoader {
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layers.setExtrusionLayers(mRoofs);
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layers.setExtrusionLayers(mRoofs);
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tile.data = layers;
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tile.data = layers;
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process(mTilePlane);
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//process(mTilePlane);
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try {
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try {
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/* query database, which calls process() callback */
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/* query database, which calls process() callback */
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@ -178,11 +178,11 @@ public class MapRenderer {
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private void draw() {
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private void draw() {
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if (mUpdateColor) {
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//if (mUpdateColor) {
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float cc[] = mClearColor;
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float cc[] = mClearColor;
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GL.glClearColor(cc[0], cc[1], cc[2], cc[3]);
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GL.glClearColor(cc[0], cc[1], cc[2], cc[3]);
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mUpdateColor = false;
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mUpdateColor = false;
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}
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//}
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GL.glDepthMask(true);
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GL.glDepthMask(true);
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GL.glStencilMask(0xFF);
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GL.glStencilMask(0xFF);
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@ -37,6 +37,8 @@ public class OffscreenRenderer extends LayerRenderer {
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boolean initialized;
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boolean initialized;
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private boolean useDepthTexture = false;
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protected boolean setup1(GLViewport viewport) {
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protected boolean setup1(GLViewport viewport) {
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IntBuffer buf = MapRenderer.getIntBuffer(1);
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IntBuffer buf = MapRenderer.getIntBuffer(1);
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@ -56,10 +58,6 @@ public class OffscreenRenderer extends LayerRenderer {
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GL.glGenTextures(1, buf);
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GL.glGenTextures(1, buf);
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renderTex = buf.get(0);
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renderTex = buf.get(0);
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buf.clear();
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GL.glGenTextures(1, buf);
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renderDepth = buf.get(0);
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
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// generate color texture
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// generate color texture
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@ -68,8 +66,8 @@ public class OffscreenRenderer extends LayerRenderer {
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_LINEAR);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_LINEAR);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
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GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_RGBA,
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GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_RGBA,
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texW, texH, 0, GL20.GL_RGBA,
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texW, texH, 0, GL20.GL_RGBA,
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@ -82,24 +80,43 @@ public class OffscreenRenderer extends LayerRenderer {
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GLUtils.checkGlError("00");
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GLUtils.checkGlError("00");
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GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth);
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if (useDepthTexture) {
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buf.clear();
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GL.glGenTextures(1, buf);
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renderDepth = buf.get(0);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
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GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
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GLUtils.checkGlError("1");
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GLUtils.checkGlError("1");
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GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_DEPTH_COMPONENT,
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GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_DEPTH_COMPONENT,
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texW, texH, 0, GL20.GL_DEPTH_COMPONENT,
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texW, texH, 0, GL20.GL_DEPTH_COMPONENT,
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GL20.GL_UNSIGNED_SHORT, null);
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GL20.GL_UNSIGNED_SHORT, null);
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GLUtils.checkGlError("11 " + texW + " / " + texH);
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GLUtils.checkGlError("11 " + texW + " / " + texH);
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GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
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GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
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GL20.GL_DEPTH_ATTACHMENT,
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GL20.GL_DEPTH_ATTACHMENT,
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GL20.GL_TEXTURE_2D,
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GL20.GL_TEXTURE_2D,
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renderDepth, 0);
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renderDepth, 0);
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} else {
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buf.clear();
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GL.glGenRenderbuffers(1, buf);
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int depthRenderbuffer = buf.get(0);
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GL.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthRenderbuffer);
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GL.glRenderbufferStorage(GL20.GL_RENDERBUFFER,
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GL20.GL_DEPTH_COMPONENT16,
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texW, texH);
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GL.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER,
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GL20.GL_DEPTH_ATTACHMENT,
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GL20.GL_RENDERBUFFER,
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depthRenderbuffer);
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}
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GLUtils.checkGlError("111");
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GLUtils.checkGlError("111");
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// create render buffer and bind 16-bit depth buffer
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// create render buffer and bind 16-bit depth buffer
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@ -132,10 +149,12 @@ public class OffscreenRenderer extends LayerRenderer {
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
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//shader = GLUtils.createProgram(vShader, fShader);
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//shader = GLShader.createProgram(vShader, fShader);
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shader = GLShader.createProgram(vShader, fSSAO);
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//shader = GLShader.createProgram(vShader, fSSAO);
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//shader = GLShader.createProgram(vShader, fShaderFXAA);
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shader = GLShader.loadShader("post_fxaa");
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hTex = GL.glGetUniformLocation(shader, "u_tex");
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//hTex = GL.glGetUniformLocation(shader, "u_tex");
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hTexColor = GL.glGetUniformLocation(shader, "u_texColor");
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hTexColor = GL.glGetUniformLocation(shader, "u_texColor");
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//hScreen = GL.glGetUniformLocation(shader, "u_screen");
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//hScreen = GL.glGetUniformLocation(shader, "u_screen");
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hPixel = GL.glGetUniformLocation(shader, "u_pixel");
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hPixel = GL.glGetUniformLocation(shader, "u_pixel");
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@ -146,8 +165,9 @@ public class OffscreenRenderer extends LayerRenderer {
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int shader;
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int shader;
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int hPos;
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int hPos;
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int hTex;
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//int hTex;
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int hTexColor;
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int hTexColor;
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//int hScreen;
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//int hScreen;
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int hPixel;
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int hPixel;
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@ -208,16 +228,12 @@ public class OffscreenRenderer extends LayerRenderer {
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GLUtils.checkGlError("-0");
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GLUtils.checkGlError("-0");
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// bind the framebuffer texture
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// bind the framebuffer texture
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GL.glActiveTexture(GL20.GL_TEXTURE1);
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//GL.glActiveTexture(GL20.GL_TEXTURE1);
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GLUtils.checkGlError("-1");
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//GLUtils.checkGlError("-1");
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//GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex);
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//GLState.bindTex2D(renderDepth);
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//GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth);
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//GL.glUniform1i(hTex, 1);
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//GLUtils.checkGlError("-2");
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GLState.bindTex2D(renderDepth);
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GL.glUniform1i(hTex, 1);
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GLUtils.checkGlError("-2");
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GL.glActiveTexture(GL20.GL_TEXTURE0);
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GL.glActiveTexture(GL20.GL_TEXTURE0);
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GLState.bindTex2D(renderTex);
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GLState.bindTex2D(renderTex);
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@ -242,160 +258,4 @@ public class OffscreenRenderer extends LayerRenderer {
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//GL.glActiveTexture(GL20.GL_TEXTURE1);
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//GL.glActiveTexture(GL20.GL_TEXTURE1);
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}
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}
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private final static String vShader = ""
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+ "precision highp float;"
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+ "uniform vec2 u_pixel;"
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+ "attribute vec4 a_pos;"
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+ "varying vec2 tex_pos;"
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+ "void main() {"
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+ " gl_Position = a_pos;"
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+ " tex_pos = (a_pos.xy + 1.0) * 0.5;"
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+ "}";
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private final static String fSSAO = ""
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+ "precision highp float;"
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// Depth texture
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+ "uniform sampler2D u_tex;"
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// Depth texture
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+ "uniform sampler2D u_texColor;"
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// Random texture
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//+ "uniform sampler2D rand;"
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//+ "uniform vec2 u_screen;"
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+ "uniform vec2 u_pixel;"
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+ "varying vec2 tex_pos;"
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//
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// gauss bell center
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+ "const float gdisplace = 0.2;"
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//
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// "vec2 camerarange = vec2(1.0, 8.0);"
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+ "const float nearZ = 1.0;"//camerarange.x;"
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+ "const float farZ = 4.0;" //camerarange.y;"
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//
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+ "float getDepth(float posZ){"
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+ " return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ));"
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+ "}"
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//
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+ "float compareDepths(in float depth1, in float posZ, inout float far) {"
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+ " float depth2 = getDepth(posZ);"
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// depth difference (0-100)
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+ " float diff = (depth1 - depth2) * 100.0;"
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// set 'far == 1.0' when 'diff' > 'gdisplace'
|
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+ " far = step(diff, gdisplace);"
|
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// gauss bell width 2, reduce left bell width to avoid self-shadowing
|
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+ " float garea = max((1.0 - far) * 2.0, 0.01);"
|
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||||||
+ " return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));"
|
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||||||
+ "}"
|
|
||||||
//
|
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||||||
+ "float addAO(float depth, float x1, float y1, float x2, float y2) {"
|
|
||||||
+ " float ao = 0.0;"
|
|
||||||
|
|
||||||
+ " float f_11;"
|
|
||||||
+ " float z_11 = texture2D(u_tex, vec2(x1, y1)).x;"
|
|
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+ " float d_11 = compareDepths(depth, z_11, f_11);"
|
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||||||
|
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||||||
+ " float f_12;"
|
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||||||
+ " float z_12 = texture2D(u_tex, vec2(x1, y2)).x;"
|
|
||||||
+ " float d_12 = compareDepths(depth, z_12, f_12);"
|
|
||||||
|
|
||||||
+ " float f_21;"
|
|
||||||
+ " float z_21 = texture2D(u_tex, vec2(x2, y1)).x;"
|
|
||||||
+ " float d_21 = compareDepths(depth, z_21, f_21);"
|
|
||||||
|
|
||||||
+ " float f_22;"
|
|
||||||
+ " float z_22 = texture2D(u_tex, vec2(x2, y2)).x;"
|
|
||||||
+ " float d_22 = compareDepths(depth, z_22, f_22);"
|
|
||||||
|
|
||||||
+ " ao += (1.0 - step(1.0, x1)) * (1.0 - step(1.0, y1))"
|
|
||||||
+ " * (d_11 + f_11 * (1.0 - d_11) * d_22);"
|
|
||||||
|
|
||||||
+ " ao += (1.0 - step(1.0, x1)) * step(0.0, y2)"
|
|
||||||
+ " * (d_12 + f_12 * (1.0 - d_12) * d_21);"
|
|
||||||
|
|
||||||
+ " ao += step(0.0, x2) * (1.0 - step(1.0, y1))"
|
|
||||||
+ " * (d_21 + f_21 * (1.0 - d_21) * d_12);"
|
|
||||||
|
|
||||||
+ " ao += step(0.0, x2) * step(0.0, y2)"
|
|
||||||
+ " * (d_22 + f_22 * (1.0 - d_22) * d_11);"
|
|
||||||
|
|
||||||
+ " return ao;"
|
|
||||||
+ "}"
|
|
||||||
|
|
||||||
+ "void main(void) {"
|
|
||||||
// randomization texture:
|
|
||||||
//+ " vec2 fres = vec2(20.0, 20.0);"
|
|
||||||
//+ " vec3 random = texture2D(rand, gl_TexCoord[0].st * fres.xy);"
|
|
||||||
//+ " random = random * 2.0 - vec3(1.0);"
|
|
||||||
|
|
||||||
// initialize stuff:
|
|
||||||
+ " vec4 color = texture2D(u_texColor, tex_pos);"
|
|
||||||
|
|
||||||
//+ " vec2 tex_pos = gl_FragCoord.xy / u_screen;"
|
|
||||||
+ " float depth = getDepth(texture2D(u_tex, tex_pos).x);"
|
|
||||||
+
|
|
||||||
" float ao = 0.0;"
|
|
||||||
+ " float x = tex_pos.x;"
|
|
||||||
+ " float y = tex_pos.y;"
|
|
||||||
// 'lookup range in screen pixel'
|
|
||||||
//+ " float pw = 1.0 / u_screen.x * 0.5;"
|
|
||||||
//+ " float ph = 1.0 / u_screen.y * 0.5;"
|
|
||||||
|
|
||||||
+ " float pw = u_pixel.x;"
|
|
||||||
+ " float ph = u_pixel.y;"
|
|
||||||
|
|
||||||
+ " for (int i = 0; i < 4; i++) {"
|
|
||||||
+ " float pwByDepth = pw / depth;"
|
|
||||||
+ " float phByDepth = ph / depth;"
|
|
||||||
|
|
||||||
// calculate color bleeding and ao:
|
|
||||||
|
|
||||||
+ " ao += addAO(depth, x + pwByDepth, y + phByDepth,x - pwByDepth, y - phByDepth);"
|
|
||||||
|
|
||||||
+ " pwByDepth *= 1.2;"
|
|
||||||
+ " phByDepth *= 1.2;"
|
|
||||||
|
|
||||||
+ " ao += addAO(depth, x + pwByDepth, y, x, y - phByDepth);"
|
|
||||||
|
|
||||||
// sample jittering:
|
|
||||||
//+ " pw += random.x * 0.0007;"
|
|
||||||
//+ " ph += random.y * 0.0007;"
|
|
||||||
// increase sampling area:
|
|
||||||
//+ " pw *= 1.7;"
|
|
||||||
//+ " ph *= 1.7;"
|
|
||||||
+ " pw *= 1.7;"
|
|
||||||
+ " ph *= 1.7;"
|
|
||||||
|
|
||||||
+ " }"
|
|
||||||
// // final values, some adjusting
|
|
||||||
//+ "if ((ao / 32.0) > 1.0){"
|
|
||||||
//+ " gl_FragColor = vec4(1.0,1.0,ao / 32.0 - 1.0,1.0);"
|
|
||||||
//+ ""
|
|
||||||
//+ "} else {"
|
|
||||||
+ " vec3 finalAO = vec3(0.25 * pow((ao / 32.0),1.2));"
|
|
||||||
+ " gl_FragColor = vec4(1.0 - finalAO, 1.0);"
|
|
||||||
//+ " gl_FragColor = color - vec4(finalAO, 0.0);"
|
|
||||||
//+ " }"
|
|
||||||
//+ " gl_FragColor = vec4(finalAO, 1.0) * texture2D(u_texColor, tex_pos.xy);"
|
|
||||||
//+ " gl_FragColor = vec4(gl_TexCoord[0].xy,0.0,1.0);"
|
|
||||||
//+ " gl_FragColor = vec4(tex_pos.xy,0.0,1.0);"
|
|
||||||
//+ " gl_FragColor = vec4(gl_FragCoord.xy / u_screen, 0.0, 1.0);"
|
|
||||||
|
|
||||||
+ "}";
|
|
||||||
|
|
||||||
// private final static String fShader = ""
|
|
||||||
// + "precision mediump float;"
|
|
||||||
// + "uniform sampler2D u_tex;"
|
|
||||||
// + "uniform sampler2D u_texColor;" // Depth texture
|
|
||||||
// + "uniform vec2 u_screen;"
|
|
||||||
// + "varying vec2 tex_pos;"
|
|
||||||
// + "void main() {"
|
|
||||||
// //+ " vec2 tex_pos = gl_FragCoord.xy / u_screen;"
|
|
||||||
// + " vec4 c = texture2D(u_tex, tex_pos.xy);"
|
|
||||||
// + " gl_FragColor = c * texture2D(u_texColor, tex_pos.xy);"
|
|
||||||
// + "}";
|
|
||||||
|
|
||||||
//+ "#version 120\n"
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user