diff --git a/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl b/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl index 1344157..20bea60 100644 --- a/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl +++ b/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl @@ -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;