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
|
/**
* @file blurLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect edgeMap;
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*2.0-1.0;
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;
float e = 1.0;
for (int i = 0; i < 4; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
e = max(e, 0.0);
vec2 wght = kern[i].xy*e;
col += texture2DRect(lightMap, tc)*wght.xyxx;
defined_weight += wght;
e *= e;
e -= texture2DRect(edgeMap, tc.xy).a+
texture2DRect(edgeMap, tc.xy+dlt*0.333).a+
texture2DRect(edgeMap, tc.xy-dlt*0.333).a;
}
e = 1.0;
for (int i = 0; i < 4; i++)
{
vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
e = max(e, 0.0);
vec2 wght = kern[i].xy*e;
col += texture2DRect(lightMap, tc)*wght.xyxx;
defined_weight += wght;
e *= e;
e -= texture2DRect(edgeMap, tc.xy).a+
texture2DRect(edgeMap, tc.xy+dlt*0.333).a+
texture2DRect(edgeMap, tc.xy-dlt*0.333).a;
}
col /= defined_weight.xyxx;
gl_FragColor = col;
//gl_FragColor = ccol;
}
|