armory/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl
luboslenco 93cc102bf5 Faster
2018-12-06 15:23:08 +01:00

46 lines
1.5 KiB
GLSL

#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;
float doBlur(const float blurWeight, const int pos, const vec3 nor, const vec2 texCoord) {
const float posadd = pos + 0.5;
vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + pos * dirInv, 0.0).rg);
float influenceFactor = step(discardThreshold, dot(nor2, nor));
float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
fragColor += col * blurWeight * influenceFactor;
float weight = blurWeight * influenceFactor;
nor2 = getNor(textureLod(gbuffer0, texCoord - pos * dirInv, 0.0).rg);
influenceFactor = step(discardThreshold, dot(nor2, nor));
col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
fragColor += col * blurWeight * influenceFactor;
weight += blurWeight * influenceFactor;
return weight;
}
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 < 5; i++) {
weight += doBlur(blurWeights[i], i, nor, texCoord);
}
fragColor = fragColor / weight;
}