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

This commit is contained in:
Onek8 2025-05-22 02:07:44 +00:00
parent 6d7b0078b4
commit 200af34740

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@ -10,39 +10,31 @@ uniform sampler2D gbuffer0;
uniform vec2 dirInv; // texStep
in vec2 texCoord;
out vec3 fragColor;
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 blurWeights[16] = float[](
0.072572, 0.065472, 0.056373, 0.040780,
0.024950, 0.013482, 0.008275, 0.003934,
0.001912, 0.000535, 0.132572, 0.125472,
0.106373, 0.080780, 0.054950, 0.033482
);
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).rgb * blurWeights[0];
fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
float weight = blurWeights[0];
for (int i = 1; i < 16; ++i) {
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 = smoothstep(0.5, discardThreshold, dot(nor2, nor));
vec3 col = textureLod(tex, texCoord + posadd * dirInv, 0.0).rgb;
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).rgb;
col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
w = blurWeights[i] * influenceFactor;
fragColor += col * w;
weight += w;