134 lines
2.6 KiB
GLSL
134 lines
2.6 KiB
GLSL
/**
|
|
* @file postDeferredF.glsl
|
|
*
|
|
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
|
|
|
|
#extension GL_ARB_texture_rectangle : enable
|
|
#extension GL_ARB_texture_multisample : enable
|
|
|
|
uniform sampler2DMS diffuseRect;
|
|
uniform sampler2DMS edgeMap;
|
|
uniform sampler2DMS depthMap;
|
|
uniform sampler2DMS normalMap;
|
|
uniform sampler2D bloomMap;
|
|
|
|
uniform float depth_cutoff;
|
|
uniform float norm_cutoff;
|
|
uniform float focal_distance;
|
|
uniform float blur_constant;
|
|
uniform float tan_pixel_angle;
|
|
uniform float magnification;
|
|
|
|
uniform mat4 inv_proj;
|
|
uniform vec2 screen_res;
|
|
|
|
varying vec2 vary_fragcoord;
|
|
|
|
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
|
{
|
|
vec4 ret = vec4(0,0,0,0);
|
|
for (int i = 0; i < samples; ++i)
|
|
{
|
|
ret += texelFetch(tex, tc, i);
|
|
}
|
|
|
|
return ret/samples;
|
|
}
|
|
|
|
float getDepth(ivec2 pos_screen)
|
|
{
|
|
float z = texture2DMS(depthMap, pos_screen.xy).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;
|
|
}
|
|
|
|
float calc_cof(float depth)
|
|
{
|
|
float sc = abs(depth-focal_distance)/-depth*blur_constant;
|
|
|
|
sc /= magnification;
|
|
|
|
// tan_pixel_angle = pixel_length/-depth;
|
|
float pixel_length = tan_pixel_angle*-focal_distance;
|
|
|
|
sc = sc/pixel_length;
|
|
sc *= 1.414;
|
|
|
|
return sc;
|
|
}
|
|
|
|
void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc)
|
|
{
|
|
float d = getDepth(tc);
|
|
|
|
float sc = calc_cof(d);
|
|
|
|
if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
|
|
|| d < cur_depth) //sampled pixel is further away than current pixel
|
|
{
|
|
float wg = 0.25;
|
|
|
|
vec4 s = texture2DMS(diffuseRect, tc);
|
|
// de-weight dull areas to make highlights 'pop'
|
|
wg += s.r+s.g+s.b;
|
|
|
|
diff += wg*s;
|
|
|
|
w += wg;
|
|
}
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
ivec2 itc = ivec2(vary_fragcoord.xy);
|
|
|
|
vec3 norm = texture2DMS(normalMap, itc).xyz;
|
|
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
|
|
|
float depth = getDepth(itc);
|
|
|
|
vec4 diff = texture2DMS(diffuseRect, itc);
|
|
|
|
{
|
|
float w = 1.0;
|
|
|
|
float sc = calc_cof(depth);
|
|
sc = min(abs(sc), 10.0);
|
|
|
|
float fd = depth*0.5f;
|
|
|
|
float PI = 3.14159265358979323846264;
|
|
|
|
int isc = int(sc);
|
|
|
|
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
|
|
//if (depth < focal_distance)
|
|
{
|
|
for (int x = -isc; x <= isc; x+=2)
|
|
{
|
|
for (int y = -isc; y <= isc; y+=2)
|
|
{
|
|
ivec2 cur_samp = ivec2(x,y);
|
|
float cur_sc = length(vec2(cur_samp));
|
|
if (cur_sc < sc)
|
|
{
|
|
dofSample(diff, w, cur_sc, depth, itc+cur_samp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
diff /= w;
|
|
}
|
|
|
|
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
|
|
gl_FragColor = diff + bloom;
|
|
}
|