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/**
* @file edgeF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
varying vec2 vary_fragcoord;
uniform float depth_cutoff;
uniform float norm_cutoff;
uniform mat4 inv_proj;
uniform vec2 screen_res;
float getDepth(ivec2 pos_screen, int sample)
{
float z = texelFetch(depthMap, pos_screen, sample).r;
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()
{
float e = 0;
ivec2 itc = ivec2(vary_fragcoord.xy);
for (int i = 0; i < samples; i++)
{
vec3 norm = texelFetch(normalMap, itc, i).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float depth = getDepth(itc, i);
vec2 tc = vary_fragcoord.xy;
int sc = 1;
vec2 de;
de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
de /= depth;
de *= de;
de = step(depth_cutoff, de);
vec2 ne;
vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
ne.x = dot(nexnorm, norm);
vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).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);
e += dot(de,de)+dot(ne,ne);
}
e /= samples;
gl_FragColor.a = e;
}
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