/** * @file edgeF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform float gi_dist_cutoff; varying vec2 vary_fragcoord; uniform float depth_cutoff; uniform float norm_cutoff; uniform mat4 inv_proj; uniform vec2 screen_res; 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); gl_FragColor.a = dot(de,de)+dot(ne,ne); //gl_FragColor.a = dot(de,de); }