fx: combined ssao/fxaa shader
- rename and update shaders
This commit is contained in:
187
vtm/resources/assets/shaders/post_combined.glsl
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187
vtm/resources/assets/shaders/post_combined.glsl
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#ifdef GLES
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precision highp float;
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#endif
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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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varying vec2 tex_nw;
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varying vec2 tex_ne;
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varying vec2 tex_sw;
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varying vec2 tex_se;
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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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vec2 pixel = u_pixel * 2.5;
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tex_nw = tex_pos + vec2(-1.0, -1.0) * pixel;
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tex_ne = tex_pos + vec2(1.0, -1.0) * pixel;
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tex_sw = tex_pos + vec2(-1.0, 1.0) * pixel;
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tex_se = tex_pos + vec2(1.0, 1.0) * pixel;
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}
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$$
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#ifdef GLES
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precision highp float;
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#endif
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uniform sampler2D u_texColor;
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uniform sampler2D u_tex;
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uniform vec2 u_pixel;
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varying vec2 tex_pos;
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varying vec2 tex_nw;
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varying vec2 tex_ne;
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varying vec2 tex_sw;
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varying vec2 tex_se;
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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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const vec3 luma = vec3(0.299, 0.587, 0.114);
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#define FXAA_REDUCE_MIN (1.0/128.0)
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// gauss bell center
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const float gdisplace = 0.2;
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const float nearZ = 1.0;
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const float farZ = 8.0;
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const int iterations = 2;
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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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// set 'far == 1.0' when 'diff' > 'gdisplace'
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far = step(diff, gdisplace);
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// gauss bell width 2,
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// if far reduce left bell width to avoid self-shadowing
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float garea = max((1.0 - far) * 2.0, 0.1);
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//return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
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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(int run, inout 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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float z_22 = getDepth(texture2D(u_tex, vec2(x2, y2)).x);
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if (run == 0)
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depth = 0.5 * depth + (z_11 + z_12 + z_21 + z_22) * (0.25 * 0.5);
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float f_11;
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float d_11 = compareDepths(depth, z_11, f_11);
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float f_12;
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float d_12 = compareDepths(depth, z_12, f_12);
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float f_21;
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float d_21 = compareDepths(depth, z_21, f_21);
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float f_22;
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float d_22 = compareDepths(depth, z_22, f_22);
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ao += 1.0 //(1.0 - step(1.0, x1)) * (1.0 - step(1.0, y1))
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* (d_11 + f_11 * (1.0 - d_11) * d_22);
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ao += 1.0 //(1.0 - step(1.0, x1)) * step(0.0, y2)
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* (d_12 + f_12 * (1.0 - d_12) * d_21);
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ao += 1.0 //step(0.0, x2) * (1.0 - step(1.0, y1))
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* (d_21 + f_21 * (1.0 - d_21) * d_12);
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ao += 1.0 //step(0.0, x2) * step(0.0, y2)
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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(){
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vec2 pixel = u_pixel * 3.15;
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vec4 rgbNW = texture2D(u_texColor, tex_nw);
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vec4 rgbNE = texture2D(u_texColor, tex_ne);
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vec4 rgbSW = texture2D(u_texColor, tex_sw);
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vec4 rgbSE = texture2D(u_texColor, tex_se);
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vec4 rgbM = texture2D(u_texColor, tex_pos);
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if (rgbNW.a + rgbNE.a + rgbSW.a + rgbSE.a < 0.1) {
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gl_FragColor = rgbM;
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return;
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}
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//return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0);
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float lumaNW = dot(rgbNW.rgb, luma);
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float lumaNE = dot(rgbNE.rgb, luma);
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float lumaSW = dot(rgbSW.rgb, luma);
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float lumaSE = dot(rgbSE.rgb, luma);
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float lumaM = dot(rgbM.rgb, 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, 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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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(u_texColor, tex_pos + dir * vec2(1.0 / 3.0 - 0.5))
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+ texture2D(u_texColor, tex_pos + dir * vec2(2.0 / 3.0 - 0.5)));
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vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(u_texColor, tex_pos + dir * vec2(0.0 / 3.0 - 0.5))
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+ texture2D(u_texColor, tex_pos + dir * vec2(3.0 / 3.0 - 0.5)));
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float lumaB = dot(rgbB.rgb, luma.rgb);
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float d = step(lumaB, lumaMin) + step(lumaMax, lumaB);
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vec4 color = (1.0 - d) * rgbB + d * rgbA;
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//vec4 color = texture2D(u_texColor, tex_pos);
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float depth = texture2D(u_tex, tex_pos).x;
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float foggy = pow(depth,3.0);
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depth = getDepth(depth);
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float x = tex_pos.x;
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float y = tex_pos.y;
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float pw = u_pixel.x;
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float ph = u_pixel.y;
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float ao = 0.0;
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for (int i = 0; i < iterations; i++) {
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float pwByDepth = pw / depth;
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float phByDepth = ph / depth;
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addAO(i, depth, x + pwByDepth, y + phByDepth, x - pwByDepth, y - phByDepth, ao);
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pwByDepth *= 1.2;
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phByDepth *= 1.2;
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addAO(i, depth, x + pwByDepth, y, x, y - phByDepth, ao);
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// sample jittering:
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// pw += random.x * 0.0007;
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// ph += random.y * 0.0007;
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// increase sampling area:
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pw *= 1.7;
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ph *= 1.7;
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}
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ao = ao / float(iterations * 8);
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ao *= 0.4 * foggy;
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ao = clamp(ao, 0.0, 1.0);
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//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
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gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
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}
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117
vtm/resources/assets/shaders/post_fxaa.glsl
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117
vtm/resources/assets/shaders/post_fxaa.glsl
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@@ -0,0 +1,117 @@
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#ifdef GLES
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precision highp float;
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#endif
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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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varying vec2 tex_nw;
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varying vec2 tex_ne;
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varying vec2 tex_sw;
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varying vec2 tex_se;
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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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vec2 pixel = u_pixel * 2.5;
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tex_nw = tex_pos + vec2(-1.0, -1.0) * pixel;
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tex_ne = tex_pos + vec2(1.0, -1.0) * pixel;
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tex_sw = tex_pos + vec2(-1.0, 1.0) * pixel;
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tex_se = tex_pos + vec2(1.0, 1.0) * pixel;
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}
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$$
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#ifdef GLES
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precision highp float;
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#endif
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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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varying vec2 tex_nw;
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varying vec2 tex_ne;
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varying vec2 tex_sw;
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varying vec2 tex_se;
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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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const vec3 luma = vec3(0.299, 0.587, 0.114);
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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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void
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main(){
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vec2 pixel = u_pixel * 3.15;
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vec4 rgbNW = texture2D(u_texColor, tex_nw);
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vec4 rgbNE = texture2D(u_texColor, tex_ne);
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vec4 rgbSW = texture2D(u_texColor, tex_sw);
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vec4 rgbSE = texture2D(u_texColor, tex_se);
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vec4 rgbM = texture2D(u_texColor, tex_pos);
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if (rgbNW.a + rgbNE.a + rgbSW.a + rgbSE.a < 0.1) {
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gl_FragColor = rgbM;
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return;
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}
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//return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0);
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float lumaNW = dot(rgbNW.rgb, luma);
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float lumaNE = dot(rgbNE.rgb, luma);
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float lumaSW = dot(rgbSW.rgb, luma);
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float lumaSE = dot(rgbSE.rgb, luma);
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float lumaM = dot(rgbM.rgb, 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, 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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// if (max(dir.x, dir.y) > 0.1){
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// gl_FragColor = vec4(dir*0.5, 0.0, 0.5);
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// } else{
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// gl_FragColor = vec4(rgbM.rgb * 0.2, 0.8);
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// }
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// return;
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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(u_texColor, tex_pos + dir * vec2(1.0 / 3.0 - 0.5))
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+ texture2D(u_texColor, tex_pos + dir * vec2(2.0 / 3.0 - 0.5)));
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vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(u_texColor, tex_pos + dir * vec2(0.0 / 3.0 - 0.5))
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+ texture2D(u_texColor, tex_pos + dir * vec2(3.0 / 3.0 - 0.5)));
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float lumaB = dot(rgbB.rgb, luma.rgb);
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float d = step(lumaB, lumaMin) + step(lumaMax, lumaB);
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gl_FragColor = (1.0 - d) * rgbB + d * rgbA;
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//gl_FragColor = vec4(rgbM.rgb * 0.5, 1.0) + vec4(((1.0 - d) * rgbB.rgb + d * rgbA.rgb) - rgbM.rgb, 1.0) * 2.0;
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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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//vec2 rcpFrame = vec2(1.0) / g_Resolution;
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//gl_FragColor = vec4(FxaaPixelShader(tex_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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@@ -1,116 +0,0 @@
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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);
|
||||
|
||||
float rcpDirMin = 1.0 / (dirReduce + min(abs(dir.x), abs(dir.y)));
|
||||
|
||||
dir = min(m_SpanMax, max(-m_SpanMax, dir * rcpDirMin)) * pixel;
|
||||
|
||||
vec4 rgbA = 0.5 * (texture2D(tex, pos + dir * vec2(1.0 / 3.0 - 0.5))
|
||||
+ texture2D(tex, pos + dir * vec2(2.0 / 3.0 - 0.5)));
|
||||
|
||||
vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, pos + dir * vec2(0.0 / 3.0 - 0.5))
|
||||
+ texture2D(tex, pos + dir * vec2(3.0 / 3.0 - 0.5)));
|
||||
|
||||
float lumaB = dot(rgbB.xyz, luma.xyz);
|
||||
|
||||
float d = step(lumaB, lumaMin) + step(lumaMax, lumaB);
|
||||
|
||||
return (1.0 - d) * rgbB + d * rgbA;
|
||||
|
||||
// if ((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||
// { return rgbA; } else { return rgbB; }
|
||||
}
|
||||
|
||||
void
|
||||
main(){
|
||||
//vec2 rcpFrame = vec2(1.0) / g_Resolution;
|
||||
//gl_FragColor = vec4(FxaaPixelShader(pos, m_Texture, rcpFrame), 1.0);
|
||||
gl_FragColor = FxaaPixelShader(tex_pos, u_texColor, u_pixel * 3.15);
|
||||
//gl_FragColor = FxaaPixelShader (tex_pos, u_texColor, u_pixel * 2.35);
|
||||
|
||||
//vec4 c = texture2D (u_texColor, tex_pos);
|
||||
//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;
|
||||
|
||||
//gl_FragColor = 0.2*c + (FxaaPixelShader (tex_pos, u_texColor, u_pixel * 1.2)) * 0.8;
|
||||
}
|
||||
143
vtm/resources/assets/shaders/post_ssao.glsl
Normal file
143
vtm/resources/assets/shaders/post_ssao.glsl
Normal file
@@ -0,0 +1,143 @@
|
||||
#ifdef GLES
|
||||
precision highp float;
|
||||
#endif
|
||||
uniform vec2 u_pixel;
|
||||
attribute vec4 a_pos;
|
||||
varying vec2 tex_pos;
|
||||
void
|
||||
main(){
|
||||
gl_Position = a_pos;
|
||||
tex_pos = (a_pos.xy + 1.0) * 0.5;
|
||||
}
|
||||
|
||||
$$
|
||||
|
||||
#ifdef GLES
|
||||
precision highp float;
|
||||
#endif
|
||||
uniform sampler2D u_tex;
|
||||
uniform sampler2D u_texColor;
|
||||
uniform vec2 u_pixel;
|
||||
|
||||
varying vec2 tex_pos;
|
||||
// gauss bell center
|
||||
const float gdisplace = 0.2;
|
||||
const float nearZ = 1.0;
|
||||
const float farZ = 4.0;
|
||||
const int iterations = 4;
|
||||
|
||||
float getDepth(float posZ) {
|
||||
return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ));
|
||||
}
|
||||
float compareDepths(in float depth1, in float depth2, inout float far) {
|
||||
// depth difference (0-100)
|
||||
float diff = (depth1 - depth2) * 100.0;
|
||||
// set 'far == 1.0' when 'diff' > 'gdisplace'
|
||||
far = step(diff, gdisplace);
|
||||
// gauss bell width 2,
|
||||
// if far reduce left bell width to avoid self-shadowing
|
||||
float garea = max((1.0 - far) * 2.0, 0.1);
|
||||
|
||||
//return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
|
||||
return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
|
||||
}
|
||||
|
||||
void
|
||||
addAO(in float depth, in float x1, in float y1, in float x2, in float y2, inout float ao){
|
||||
float z_11 = getDepth(texture2D(u_tex, vec2(x1, y1)).x);
|
||||
float z_12 = getDepth(texture2D(u_tex, vec2(x1, y2)).x);
|
||||
float z_21 = getDepth(texture2D(u_tex, vec2(x2, y1)).x);
|
||||
float z_22 = getDepth(texture2D(u_tex, vec2(x2, y2)).x);
|
||||
//depth = 0.99 * depth + (z_11 + z_12 + z_21 + z_22) * (0.25 * 0.01);
|
||||
|
||||
|
||||
float f_11;
|
||||
float d_11 = compareDepths(depth, z_11, f_11);
|
||||
|
||||
float f_12;
|
||||
float d_12 = compareDepths(depth, z_12, f_12);
|
||||
|
||||
float f_21;
|
||||
float d_21 = compareDepths(depth, z_21, f_21);
|
||||
|
||||
float f_22;
|
||||
float d_22 = compareDepths(depth, z_22, f_22);
|
||||
|
||||
ao += 1.0 //(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 //(1.0 - step(1.0, x1)) * step(0.0, y2)
|
||||
* (d_12 + f_12 * (1.0 - d_12) * d_21);
|
||||
|
||||
ao += 1.0 //step(0.0, x2) * (1.0 - step(1.0, y1))
|
||||
* (d_21 + f_21 * (1.0 - d_21) * d_12);
|
||||
|
||||
ao += 1.0 //step(0.0, x2) * step(0.0, y2)
|
||||
* (d_22 + f_22 * (1.0 - d_22) * d_11);
|
||||
}
|
||||
|
||||
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);
|
||||
vec4 color = texture2D(u_texColor, tex_pos);
|
||||
float depth = texture2D(u_tex, tex_pos).x;
|
||||
|
||||
float fog = pow(depth,3.0);
|
||||
//return;
|
||||
depth = getDepth(depth);
|
||||
|
||||
float x = tex_pos.x;
|
||||
float y = tex_pos.y;
|
||||
float pw = u_pixel.x;
|
||||
float ph = u_pixel.y;
|
||||
float ao = 0.0;
|
||||
|
||||
for (int i = 0; i < iterations; i++) {
|
||||
float pwByDepth = pw / depth;
|
||||
float phByDepth = ph / depth;
|
||||
addAO(depth, x + pwByDepth, y + phByDepth, x - pwByDepth, y - phByDepth, ao);
|
||||
pwByDepth *= 1.2;
|
||||
phByDepth *= 1.2;
|
||||
addAO(depth, x + pwByDepth, y, x, y - phByDepth, ao);
|
||||
// sample jittering:
|
||||
// pw += random.x * 0.0007;
|
||||
// ph += random.y * 0.0007;
|
||||
// increase sampling area:
|
||||
pw *= 1.7;
|
||||
ph *= 1.7;
|
||||
|
||||
}
|
||||
|
||||
//vec3 vao = vec3(fog * pow(ao / float(iterations * 8), 1.2));
|
||||
ao = ao / float(iterations * 8);
|
||||
ao *= 0.2;
|
||||
ao = clamp(ao, 0.0, 1.0);
|
||||
|
||||
vec3 vao = vec3(ao);
|
||||
|
||||
//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
|
||||
gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
|
||||
|
||||
|
||||
//gl_FragColor = color - (fog * vec4(vao, 0.0));
|
||||
|
||||
|
||||
//gl_FragColor = vec4(vec3(0.8) - vao, 1.0);
|
||||
|
||||
//color *= 0.5;
|
||||
|
||||
//gl_FragColor = vec4(color.rgb - fog * vao, max(color.a, ao));
|
||||
|
||||
|
||||
//gl_FragColor = vec4(1.0) - (vec4(vao, 0.0));
|
||||
//gl_FragColor = vec4((color.rgb + vao)*0.5, color.a);
|
||||
|
||||
// }
|
||||
// gl_FragColor = vec4(vao, 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);
|
||||
}
|
||||
Reference in New Issue
Block a user