Common.MatDefs.SSAO.ssaoBlur.frag Maven / Gradle / Ivy
#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/MultiSample.glsllib"
uniform COLORTEXTURE m_Texture;
uniform DEPTHTEXTURE m_DepthTexture;
uniform sampler2D m_SSAOMap;
uniform vec2 g_Resolution;
uniform bool m_UseOnlyAo;
uniform bool m_UseAo;
uniform float m_XScale;
uniform float m_YScale;
uniform vec2 m_FrustumNearFar;
varying vec2 texCoord;
const float epsilon = 0.005;
float readDepth(in vec2 uv){
float depthv = fetchTextureSample(m_DepthTexture, uv, 0).r;
return (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - depthv* (m_FrustumNearFar.y-m_FrustumNearFar.x));
}
vec4 convolutionFilter(){
vec4 sum = vec4(0.0);
float x = texCoord.x;
float y = texCoord.y;
float xScale = m_XScale;
float yScale = m_YScale;
float zsum = 1.0;
float Zp =readDepth(texCoord);
vec2 samplePos = vec2(x - 2.0 * xScale, y - 2.0 * yScale);
float zTmp = readDepth(samplePos);
float coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x - 0.0 * xScale, y - 2.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x + 2.0 * xScale, y - 2.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x - 1.0 * xScale, y - 1.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x + 1.0 * xScale, y - 1.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x - 2.0 * xScale, y - 0.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x + 2.0 * xScale, y - 0.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x - 1.0 * xScale, y + 1.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x + 1.0 * xScale, y + 1.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x - 2.0 * xScale, y + 2.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x - 0.0 * xScale, y + 2.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
samplePos = vec2(x + 2.0 * xScale, y + 2.0 * yScale);
zTmp =readDepth(samplePos);
coefZ = 1.0 / (epsilon + abs(Zp - zTmp));
zsum += coefZ;
sum += coefZ* texture2D( m_SSAOMap, samplePos);
return sum / zsum;
}
vec4 getColor(vec4 color){
#ifdef USE_ONLY_AO
return color;
#endif
#ifdef USE_AO
return getColor(m_Texture,texCoord) * color;
#endif
return getColor(m_Texture,texCoord);
}
void main(){
gl_FragColor = getColor(convolutionFilter());
}
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