armory/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl
2018-12-07 13:48:40 +01:00

44 lines
1.3 KiB
GLSL

// Exclusive to SSAO for now
#version 450
#include "compiled.inc"
#include "std/gbuffer.glsl"
uniform sampler2D tex;
uniform sampler2D gbuffer0;
uniform vec2 dirInv; // texStep
in vec2 texCoord;
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 discardThreshold = 0.95;
void main() {
vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
float weight = blurWeights[0];
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 = 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).r;
w = blurWeights[i] * influenceFactor;
fragColor += col * w;
weight += w;
}
fragColor = fragColor / weight;
}