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/**
* @file postgiF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect giLightMap;
uniform sampler2D noiseMap;
uniform sampler2D giMip;
uniform sampler2DRect edgeMap;
uniform vec2 delta;
uniform float kern_scale;
uniform float gi_edge_weight;
uniform float gi_blur_brightness;
varying vec2 vary_fragcoord;
void main()
{
vec2 dlt = kern_scale*delta;
float defined_weight = 0.0;
vec3 col = vec3(0.0);
float e = 1.0;
for (int i = 1; i < 8; i++)
{
vec2 tc = vary_fragcoord.xy + float(i) * dlt;
e = max(e, 0.0);
float wght = e;
col += texture2DRect(giLightMap, tc).rgb*wght;
defined_weight += wght;
e *= e;
e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
}
e = 1.0;
for (int i = 1; i < 8; i++)
{
vec2 tc = vary_fragcoord.xy - float(i) * dlt;
e = max(e,0.0);
float wght = e;
col += texture2DRect(giLightMap, tc).rgb*wght;
defined_weight += wght;
e *= e;
e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
}
col /= max(defined_weight, 0.01);
gl_FragColor.rgb = col * gi_blur_brightness;
}
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