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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 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;
}
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