Full BSDF
This commit is contained in:
@ -6,6 +6,7 @@
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D gbuffer0; // Roughness
|
||||
uniform sampler2D gbufferD; // Depth
|
||||
|
||||
uniform vec2 dirInv;
|
||||
|
||||
@ -14,19 +15,46 @@ out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
float roughness = textureLod(gbuffer0, texCoord, 0.0).b;
|
||||
// if (roughness == 0.0) { // Always blur for now, non blured output can produce noise
|
||||
// fragColor.rgb = textureLod(tex, texCoord).rgb;
|
||||
// return;
|
||||
// }
|
||||
if (roughness >= 0.8) { // No reflections
|
||||
if (roughness >= 0.8) {
|
||||
fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
|
||||
return;
|
||||
}
|
||||
|
||||
fragColor.rgb = textureLod(tex, texCoord + dirInv * 2.5, 0.0).rgb;
|
||||
fragColor.rgb += textureLod(tex, texCoord + dirInv * 1.5, 0.0).rgb;
|
||||
fragColor.rgb += textureLod(tex, texCoord, 0.0).rgb;
|
||||
fragColor.rgb += textureLod(tex, texCoord - dirInv * 1.5, 0.0).rgb;
|
||||
fragColor.rgb += textureLod(tex, texCoord - dirInv * 2.5, 0.0).rgb;
|
||||
fragColor.rgb /= vec3(5.0);
|
||||
if (roughness < 0.01) {
|
||||
fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
|
||||
return;
|
||||
}
|
||||
|
||||
float blurRadius = 1.0 + roughness * 4.0;
|
||||
vec3 center = textureLod(tex, texCoord, 0.0).rgb;
|
||||
|
||||
float centerDepth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
|
||||
float w0 = 1.0 / (1.0 + roughness * 2.0);
|
||||
float w1 = 1.0 / (1.0 + roughness);
|
||||
float w2 = 1.0 / (1.0 + roughness * 0.5);
|
||||
float totalW = w0;
|
||||
|
||||
fragColor.rgb = center * w0;
|
||||
|
||||
vec2 offsets[4];
|
||||
offsets[0] = dirInv * blurRadius * 2.5;
|
||||
offsets[1] = dirInv * blurRadius * 1.5;
|
||||
offsets[2] = -dirInv * blurRadius * 1.5;
|
||||
offsets[3] = -dirInv * blurRadius * 2.5;
|
||||
float weights[4];
|
||||
weights[0] = w2;
|
||||
weights[1] = w1;
|
||||
weights[2] = w1;
|
||||
weights[3] = w2;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
vec2 sampleTC = texCoord + offsets[i];
|
||||
float sampleDepth = textureLod(gbufferD, sampleTC, 0.0).r;
|
||||
float depthWeight = exp(-abs(centerDepth - sampleDepth) * 100.0);
|
||||
float w = weights[i] * depthWeight;
|
||||
fragColor.rgb += textureLod(tex, sampleTC, 0.0).rgb * w;
|
||||
totalW += w;
|
||||
}
|
||||
|
||||
fragColor.rgb /= vec3(totalW);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user