Format shaders (#639)
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@@ -4,8 +4,8 @@ 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
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main(){
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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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@@ -29,6 +29,7 @@ const int iterations = 4;
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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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float compareDepths(in float depth1, in float depth2, inout float far) {
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// depth difference (0-100)
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float diff = (depth1 - depth2) * 100.0;
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@@ -42,8 +43,7 @@ float compareDepths(in float depth1, in float depth2, inout float far) {
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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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void
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addAO(in float depth, in float x1, in float y1, in float x2, in float y2, inout float ao){
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void addAO(in float depth, in float x1, in float y1, in float x2, in float y2, inout float ao){
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float z_11 = getDepth(texture2D(u_tex, vec2(x1, y1)).x);
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float z_12 = getDepth(texture2D(u_tex, vec2(x1, y2)).x);
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float z_21 = getDepth(texture2D(u_tex, vec2(x2, y1)).x);
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@@ -76,8 +76,7 @@ addAO(in float depth, in float x1, in float y1, in float x2, in float y2, inout
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* (d_22 + f_22 * (1.0 - d_22) * d_11);
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}
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void
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main(void){
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void main() {
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// randomization texture:
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// vec2 fres = vec2(20.0, 20.0);
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// vec3 random = texture2D(rand, gl_TexCoord[0].st * fres.xy);
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