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/**
* @file giDownsampleF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2DRect giLightMap;
uniform vec2 kern[32];
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
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;
}
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*2.0-1.0;
float depth = getDepth(vary_fragcoord.xy);
vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy);
dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0);
float defined_weight = kern[0].x;
vec3 col = ccol*kern[0].x;
for (int i = 0; i < kern_length; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0;
float d = dot(norm.xyz, sampNorm);
if (d > 0.5)
{
float sampdepth = getDepth(tc.xy);
sampdepth -= depth;
if (sampdepth*sampdepth < blur_quad.z)
{
col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
defined_weight += kern[i].x;
}
}
}
col /= defined_weight;
//col = ccol;
col = col*blur_quad.y;
gl_FragData[0].xyz = col;
//gl_FragColor = ccol;
}
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