armory/Shaders/blur_bilat_blend_pass/blur_bilat_blend_pass.frag.glsl
2018-12-30 23:05:06 +01:00

51 lines
1.2 KiB
GLSL

// Exclusive to volumetric light for now
#version 450
#include "compiled.inc"
uniform sampler2D tex;
uniform vec2 dir;
uniform vec2 screenSize;
in vec2 texCoord;
out vec4 fragColor;
const float weight[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
float normpdf(float x, float sigma) {
return 0.39894 * exp(-0.5 * x * x / (sigma * sigma)) / sigma;
}
float normpdf3(vec3 v, float sigma) {
return 0.39894 * exp(-0.5 * dot(v, v) / (sigma * sigma)) / sigma;
}
void main() {
vec2 step = (dir / screenSize.xy);
vec3 colf = textureLod(tex, texCoord, 0.0).rgb * weight[0];
float col;
float res = 0.0;
float sumfactor = 0.0;
float factor;
float f = 1.0 / normpdf(0.0, 1.0);
for (int i = 1; i < 10; i++) {
float fw = f * weight[i];
vec2 s = step * (float(i) + 0.5);
col = textureLod(tex, texCoord + s, 0.0).r;
factor = normpdf3(col - colf, 1.0) * fw;
sumfactor += factor;
res += factor * col;
col = textureLod(tex, texCoord - s, 0.0).r;
factor = normpdf3(col - colf, 1.0) * fw;
sumfactor += factor;
res += factor * col;
}
res /= sumfactor;
fragColor = vec4(volumAirColor * res, 1.0);
}