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46
leenkx/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl
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46
leenkx/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl
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#version 450
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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uniform sampler2D tex;
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uniform sampler2D gbuffer0;
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uniform vec2 dirInv; // texStep
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in vec2 texCoord;
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out float fragColor;
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const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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// 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);
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const float discardThreshold = 0.95;
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float doBlur(const float blurWeight, const int pos, const vec3 nor, const vec2 texCoord) {
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const float posadd = pos + 0.5;
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vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + pos * dirInv, 0.0).rg);
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float influenceFactor = step(discardThreshold, dot(nor2, nor));
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float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
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fragColor += col * blurWeight * influenceFactor;
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float weight = blurWeight * influenceFactor;
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nor2 = getNor(textureLod(gbuffer0, texCoord - pos * dirInv, 0.0).rg);
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influenceFactor = step(discardThreshold, dot(nor2, nor));
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col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
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fragColor += col * blurWeight * influenceFactor;
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weight += blurWeight * influenceFactor;
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return weight;
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}
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void main() {
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vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
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fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
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float weight = blurWeights[0];
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for (int i = 1; i < 5; i++) {
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weight += doBlur(blurWeights[i], i, nor, texCoord);
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}
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fragColor = fragColor / weight;
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}
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