forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl
This commit is contained in:
@ -27,22 +27,22 @@ 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];
|
||||
fragColor = textureLod(tex, texCoord, 0.0).rgb * blurWeights[0];
|
||||
float weight = blurWeights[0];
|
||||
|
||||
for (int i = 1; i < 8; ++i) {
|
||||
for (int i = 1; i < 16; ++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 influenceFactor = smoothstep(0.5, discardThreshold, dot(nor2, nor));
|
||||
vec3 col = textureLod(tex, texCoord + posadd * dirInv, 0.0).rgb;
|
||||
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;
|
||||
col = textureLod(tex, texCoord - posadd * dirInv, 0.0).rgb;
|
||||
w = blurWeights[i] * influenceFactor;
|
||||
fragColor += col * w;
|
||||
weight += w;
|
||||
|
Reference in New Issue
Block a user