Update leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl

This commit is contained in:
2025-05-21 00:19:31 +00:00
parent 08261a9335
commit 08614512d7

View File

@ -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;