armory/Shaders/ssgi_blur_pass/ssgi_blur_pass.frag.glsl
2017-11-02 12:10:01 +01:00

59 lines
1.9 KiB
GLSL

// Exclusive to SSAO for now
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "../compiled.glsl"
#include "../std/gbuffer.glsl"
uniform sampler2D tex;
uniform sampler2D gbuffer0;
uniform vec2 dirInv; // texStep
in vec2 texCoord;
out vec4 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(texture(gbuffer0, texCoord + pos * dirInv).rg);
float influenceFactor = step(discardThreshold, dot(nor2, nor));
vec4 col = texture(tex, texCoord + posadd * dirInv);
fragColor += col * blurWeight * influenceFactor;
float weight = blurWeight * influenceFactor;
nor2 = getNor(texture(gbuffer0, texCoord - pos * dirInv).rg);
influenceFactor = step(discardThreshold, dot(nor2, nor));
col = texture(tex, texCoord - posadd * dirInv);
fragColor += col * blurWeight * influenceFactor;
weight += blurWeight * influenceFactor;
return weight;
}
void main() {
vec3 nor = getNor(texture(gbuffer0, texCoord).rg);
fragColor = texture(tex, texCoord) * blurWeights[0];
float weight = blurWeights[0];
// for (int i = 1; i < 10; i++) {
weight += doBlur(blurWeights[1], 1, nor, texCoord);
weight += doBlur(blurWeights[2], 2, nor, texCoord);
weight += doBlur(blurWeights[3], 3, nor, texCoord);
weight += doBlur(blurWeights[4], 4, nor, texCoord);
// weight += doBlur(blurWeights[5], 5, nor, texCoord);
// weight += doBlur(blurWeights[6], 6, nor, texCoord);
// weight += doBlur(blurWeights[7], 7, nor, texCoord);
// weight += doBlur(blurWeights[8], 8, nor, texCoord);
// weight += doBlur(blurWeights[9], 9, nor, texCoord);
// }
fragColor = vec4(fragColor / weight);
}