1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
|
/**
* @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 float near_focal_distance;
uniform float far_focal_distance;
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 dofSample(inout vec4 diff, inout float w, float fd, float x, float y)
{
vec2 tc = vary_fragcoord.xy+vec2(x,y);
float d = getDepth(tc);
if (d < fd)
{
diff += texture2DRect(diffuseRect, tc);
w += 1.0;
}
}
void dofSampleNear(inout vec4 diff, inout float w, float x, float y)
{
vec2 tc = vary_fragcoord.xy+vec2(x,y);
diff += texture2DRect(diffuseRect, tc);
w += 1.0;
}
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec2 tc = vary_fragcoord.xy;
float sc = 0.75;
float depth[5];
depth[0] = getDepth(tc);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
if (depth[0] < far_focal_distance)
{ //pixel is behind far focal plane
float w = 1.0;
float fd = far_focal_distance;
float sc = far_focal_distance - depth[0];
sc /= -far_focal_distance;
sc = min(sc, 8.0);
while (sc > 1.0)
{
dofSample(diff,w, fd, sc,sc);
dofSample(diff,w, fd, -sc,sc);
dofSample(diff,w, fd, sc,-sc);
dofSample(diff,w, fd, -sc,-sc);
sc -= 0.5;
float sc2 = sc*1.414;
dofSample(diff,w, fd, 0,sc2);
dofSample(diff,w, fd, 0,-sc2);
dofSample(diff,w, fd, -sc2,0);
dofSample(diff,w, fd, sc2,0);
sc -= 0.5;
}
diff /= w;
}
else
{
float fd = near_focal_distance;
if (depth[0] > fd)
{ //pixel is in front of near focal plane
//diff.r = 1.0;
float w = 1.0;
float sc = depth[0] - fd;
sc = min(-sc/fd*16.0, 8.0);
fd = depth[0];
while (sc > 1.0)
{
dofSampleNear(diff,w, sc,sc);
dofSampleNear(diff,w, -sc,sc);
dofSampleNear(diff,w, sc,-sc);
dofSampleNear(diff,w, -sc,-sc);
sc -= 0.5;
float sc2 = sc*1.414;
dofSampleNear(diff,w, 0,sc2);
dofSampleNear(diff,w, 0,-sc2);
dofSampleNear(diff,w, -sc2,0);
dofSampleNear(diff,w, sc2,0);
sc -= 0.5;
}
diff /= w;
}
}
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}
|