46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
#include "compiled.inc"
|
||
|
#include "std/gbuffer.glsl"
|
||
|
|
||
|
uniform sampler2D tex;
|
||
|
uniform sampler2D gbuffer0;
|
||
|
|
||
|
uniform vec2 dirInv; // texStep
|
||
|
|
||
|
in vec2 texCoord;
|
||
|
out float fragColor;
|
||
|
|
||
|
const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||
|
// const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
|
||
|
const float discardThreshold = 0.95;
|
||
|
|
||
|
float doBlur(const float blurWeight, const int pos, const vec3 nor, const vec2 texCoord) {
|
||
|
const float posadd = pos + 0.5;
|
||
|
|
||
|
vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + pos * dirInv, 0.0).rg);
|
||
|
float influenceFactor = step(discardThreshold, dot(nor2, nor));
|
||
|
float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
|
||
|
fragColor += col * blurWeight * influenceFactor;
|
||
|
float weight = blurWeight * influenceFactor;
|
||
|
|
||
|
nor2 = getNor(textureLod(gbuffer0, texCoord - pos * dirInv, 0.0).rg);
|
||
|
influenceFactor = step(discardThreshold, dot(nor2, nor));
|
||
|
col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
|
||
|
fragColor += col * blurWeight * influenceFactor;
|
||
|
weight += blurWeight * influenceFactor;
|
||
|
|
||
|
return weight;
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
|
||
|
|
||
|
fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
|
||
|
float weight = blurWeights[0];
|
||
|
for (int i = 1; i < 5; i++) {
|
||
|
weight += doBlur(blurWeights[i], i, nor, texCoord);
|
||
|
}
|
||
|
|
||
|
fragColor = fragColor / weight;
|
||
|
}
|