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/**
* @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 focal_distance;
uniform float blur_constant;
uniform float tan_pixel_angle;
uniform float magnification;
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);
float wg = 1.0;
//if (d < fd)
//{
// diff += texture2DRect(diffuseRect, tc);
// w = 1.0;
//}
if (d > fd)
{
wg = max(d/fd, 0.1);
}
diff += texture2DRect(diffuseRect, tc+vec2(0.5,0.5))*wg*0.25;
diff += texture2DRect(diffuseRect, tc+vec2(-0.5,0.5))*wg*0.25;
diff += texture2DRect(diffuseRect, tc+vec2(0.5,-0.5))*wg*0.25;
diff += texture2DRect(diffuseRect, tc+vec2(-0.5,-0.5))*wg*0.25;
w += wg;
}
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;
depth = getDepth(tc);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{ //pixel is behind far focal plane
float w = 1.0;
sc = (abs(depth-focal_distance)/-depth)*blur_constant;
sc /= magnification;
// tan_pixel_angle = pixel_length/-depth;
float pixel_length = tan_pixel_angle*-focal_distance;
sc = sc/pixel_length;
//diff.r = sc;
sc = min(abs(sc), 8.0);
//sc = 4.0;
float fd = depth*0.5f;
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;
}
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}
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