188 lines
5.2 KiB
GLSL
188 lines
5.2 KiB
GLSL
#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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