diff options
author | Tim Angus <tim@ngus.net> | 2013-02-15 23:46:37 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-02-16 21:55:58 +0000 |
commit | 1fba10104e76e937eeac60bc207a74012ab936dc (patch) | |
tree | 7bcb5507cd1aa13e6f07b74c008e9391abbf26ae /src/rend2/glsl/depthblur_fp.glsl | |
parent | c1ad10c57be23f89f658a13729e4349b400a8734 (diff) |
renderer -> renderergl1, rend2 -> renderergl2
Diffstat (limited to 'src/rend2/glsl/depthblur_fp.glsl')
-rw-r--r-- | src/rend2/glsl/depthblur_fp.glsl | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/src/rend2/glsl/depthblur_fp.glsl b/src/rend2/glsl/depthblur_fp.glsl deleted file mode 100644 index 93895b4e..00000000 --- a/src/rend2/glsl/depthblur_fp.glsl +++ /dev/null @@ -1,58 +0,0 @@ -uniform sampler2D u_ScreenImageMap; -uniform sampler2D u_ScreenDepthMap; - -uniform vec4 u_ViewInfo; // zfar / znear, zfar -varying vec2 var_ScreenTex; - -//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 GAUSS_SIZE 4 - -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) -{ - float scale = 1.0 / 256.0; - -#if defined(USE_HORIZONTAL_BLUR) - vec2 direction = vec2(1.0, 0.0) * scale; -#else // if defined(USE_VERTICAL_BLUR) - vec2 direction = vec2(0.0, 1.0) * scale; -#endif - - float depthCenter = zFar * getLinearDepth(depthMap, tex, zFarDivZNear); - vec2 centerSlope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y)); - - vec4 result = texture2D(imageMap, tex) * gauss[0]; - float total = gauss[0]; - - int i, j; - for (i = 0; i < 2; i++) - { - for (j = 1; j < GAUSS_SIZE; j++) - { - vec2 offset = direction * j; - float depthSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear); - float depthExpected = depthCenter + dot(centerSlope, offset); - if(abs(depthSample - depthExpected) < 5.0) - { - result += texture2D(imageMap, tex + offset) * gauss[j]; - total += gauss[j]; - } - } - - direction = -direction; - } - - return result / total; -} - -void main() -{ - gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y); -} |