/** * @file postDeferredF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect diffuseRect; uniform sampler2DRect edgeMap; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2D bloomMap; uniform float depth_cutoff; uniform float norm_cutoff; uniform mat4 inv_proj; uniform vec2 screen_res; varying vec2 vary_fragcoord; float getDepth(vec2 pos_screen) { float z = texture2DRect(depthMap, pos_screen.xy).a; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; return p.z/p.w; } void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float depth = getDepth(vary_fragcoord.xy); vec2 tc = vary_fragcoord.xy; float sc = 0.75; vec2 de; de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); de /= depth; de *= de; de = step(depth_cutoff, de); vec2 ne; vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm ne.x = dot(nexnorm, norm); vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm ne.y = dot(neynorm, norm); ne = 1.0-ne; ne = step(norm_cutoff, ne); float edge_weight = clamp(dot(de,de)+dot(ne,ne), 0.0, 1.0); //edge_weight *= 0.0; vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,1))*edge_weight; diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,-1))*edge_weight; diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,1))*edge_weight; diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,-1))*edge_weight; diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,0))*edge_weight; diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,0))*edge_weight; diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,1))*edge_weight; diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,-1))*edge_weight; diff /= 1.0+edge_weight*8.0; vec4 blur = texture2DRect(edgeMap, vary_fragcoord.xy); //gl_FragColor = vec4(edge_weight,edge_weight,edge_weight, 1.0); gl_FragColor = diff + bloom; //gl_FragColor.r = edge_weight; }