/** * @file blurLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect depthMap; uniform sampler2DRect 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; vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; 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() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(vary_fragcoord.xy).xyz; vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).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; for (int i = 1; i < 4; i++) { vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; vec3 samppos = getPosition(tc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= 0.003) { col += texture2DRect(lightMap, tc)*kern[i].xyxx; defined_weight += kern[i].xy; } } for (int i = 1; i < 4; i++) { vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; vec3 samppos = getPosition(tc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= 0.003) { col += texture2DRect(lightMap, tc)*kern[i].xyxx; defined_weight += kern[i].xy; } } col /= defined_weight.xyxx; gl_FragColor = col; }