/** * @file blurLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; uniform sampler2DRect lightMap; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; uniform vec3 kern[4]; uniform float kern_scale; varying vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; vec3 texture2DMS3(sampler2DMS tex, ivec2 tc) { vec3 ret = vec3(0,0,0); for (int i = 0; i < samples; i++) { ret += texelFetch(tex, tc, i).rgb; } return ret/samples; } float texture2DMS1(sampler2DMS tex, ivec2 tc) { float ret = 0; for (int i = 0; i < samples; i++) { ret += texelFetch(tex, tc, i).r; } return ret/samples; } vec4 getPosition(ivec2 pos_screen) { float depth = texture2DMS1(depthMap, pos_screen.xy); vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; pos.w = 1.0; return pos; } void main() { vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); vec3 norm = texture2DMS3(normalMap, itc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(itc).xyz; vec4 ccol = texture2DRect(lightMap, tc).rgba; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); for (int i = 1; i < 4; i++) { vec2 samptc = tc + kern[i].z*dlt; vec3 samppos = getPosition(ivec2(samptc)).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; } } for (int i = 1; i < 4; i++) { vec2 samptc = vec2(tc - kern[i].z*dlt); vec3 samppos = getPosition(ivec2(samptc)).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; } } col /= defined_weight.xyxx; col.y *= col.y; gl_FragColor = col; }