armory/Shaders/blur_shadow_pass/blur_shadow_pass.frag.glsl
2017-12-04 19:49:06 +01:00

51 lines
1.6 KiB
GLSL

#version 450
#include "../compiled.glsl"
#include "../std/gbuffer.glsl"
uniform sampler2D tex;
uniform sampler2D gbuffer0;
uniform sampler2D dist;
uniform vec2 dirInv; // texStep
in vec2 texCoord;
out float fragColor;
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));
float col = texture(tex, texCoord + posadd * dirInv).r;
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).r;
fragColor += col * blurWeight * influenceFactor;
weight += blurWeight * influenceFactor;
return weight;
}
void main() {
vec3 nor = getNor(texture(gbuffer0, texCoord).rg);
float sm = texture(tex, texCoord).r;
fragColor = sm * blurWeights[0];
float weight = blurWeights[0];
float d = texture(dist, texCoord).r;
int numTaps = min(int(d * 10 * penumbraScale), 10 * penumbraScale);
#ifdef _PenumbraScale
for (int i = 1; i < numTaps; ++i) weight += doBlur(blurWeights[int(i / penumbraScale)], i, nor, texCoord);
#else
for (int i = 1; i < numTaps; ++i) weight += doBlur(blurWeights[i - 1], i, nor, texCoord);
#endif
fragColor /= weight;
}