44 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			44 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | // Exclusive to SSAO for now | ||
|  | #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; | ||
|  | 
 | ||
|  | 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 < 8; ++i) { | ||
|  | 		float posadd = i;// + 0.5; | ||
|  | 
 | ||
|  | 		vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + i * dirInv, 0.0).rg); | ||
|  | 		float influenceFactor = step(discardThreshold, dot(nor2, nor)); | ||
|  | 		float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r; | ||
|  | 		float w = blurWeights[i] * influenceFactor; | ||
|  | 		fragColor += col * w; | ||
|  | 		weight += w; | ||
|  | 		 | ||
|  | 		nor2 = getNor(textureLod(gbuffer0, texCoord - i * dirInv, 0.0).rg); | ||
|  | 		influenceFactor = step(discardThreshold, dot(nor2, nor)); | ||
|  | 		col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r; | ||
|  | 		w = blurWeights[i] * influenceFactor; | ||
|  | 		fragColor += col * w; | ||
|  | 		weight += w; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	fragColor = fragColor / weight; | ||
|  | } |