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path: root/src/renderergl2/glsl/depthblur_fp.glsl
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-rw-r--r--src/renderergl2/glsl/depthblur_fp.glsl82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/depthblur_fp.glsl b/src/renderergl2/glsl/depthblur_fp.glsl
new file mode 100644
index 0000000..d71b348
--- /dev/null
+++ b/src/renderergl2/glsl/depthblur_fp.glsl
@@ -0,0 +1,82 @@
+uniform sampler2D u_ScreenImageMap;
+uniform sampler2D u_ScreenDepthMap;
+
+uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
+varying vec2 var_ScreenTex;
+
+//float gauss[8] = float[8](0.17, 0.17, 0.16, 0.14, 0.12, 0.1, 0.08, 0.06);
+//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033);
+float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
+//float gauss[3] = float[3](0.60, 0.19, 0.0066);
+#define BLUR_SIZE 4
+
+#if !defined(USE_DEPTH)
+//#define USE_GAUSS
+#endif
+
+float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
+{
+ float sampleZDivW = texture2D(depthMap, tex).r;
+ return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
+}
+
+vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
+{
+
+#if defined(USE_DEPTH)
+ float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
+ vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
+ scale /= clamp(zFarDivZNear * depthCenter / 32.0, 1.0, 2.0);
+#endif
+
+#if defined(USE_HORIZONTAL_BLUR)
+ vec2 direction = vec2(scale.x * 2.0, 0.0);
+ vec2 nudge = vec2(0.0, scale.y * 0.5);
+#else // if defined(USE_VERTICAL_BLUR)
+ vec2 direction = vec2(0.0, scale.y * 2.0);
+ vec2 nudge = vec2(-scale.x * 0.5, 0.0);
+#endif
+
+#if defined(USE_GAUSS)
+ vec4 result = texture2D(imageMap, tex) * gauss[0];
+ float total = gauss[0];
+#else
+ vec4 result = texture2D(imageMap, tex);
+ float total = 1.0;
+#endif
+
+ float zLimit = 5.0 / zFar;
+ int i, j;
+ for (i = 0; i < 2; i++)
+ {
+ for (j = 1; j < BLUR_SIZE; j++)
+ {
+ vec2 offset = direction * (float(j) - 0.25) + nudge;
+#if defined(USE_DEPTH)
+ float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
+ float depthExpected = depthCenter + dot(slope, offset);
+ float useSample = float(abs(depthSample - depthExpected) < zLimit);
+#else
+ float useSample = 1.0;
+#endif
+#if defined(USE_GAUSS)
+ result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample);
+ total += gauss[j] * useSample;
+#else
+ result += texture2D(imageMap, tex + offset) * useSample;
+ total += useSample;
+#endif
+ nudge = -nudge;
+ }
+
+ direction = -direction;
+ nudge = -nudge;
+ }
+
+ return result / total;
+}
+
+void main()
+{
+ gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
+}