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-rw-r--r--src/renderergl2/glsl/depthblur_fp.glsl18
-rw-r--r--src/renderergl2/glsl/depthblur_vp.glsl5
-rw-r--r--src/renderergl2/glsl/ssao_fp.glsl3
-rw-r--r--src/renderergl2/tr_backend.c7
4 files changed, 21 insertions, 12 deletions
diff --git a/src/renderergl2/glsl/depthblur_fp.glsl b/src/renderergl2/glsl/depthblur_fp.glsl
index a5b264fd..9685f6d7 100644
--- a/src/renderergl2/glsl/depthblur_fp.glsl
+++ b/src/renderergl2/glsl/depthblur_fp.glsl
@@ -9,11 +9,11 @@ varying vec2 var_ScreenTex;
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
+//#define USE_GAUSS
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
- // depth is upside down?
- float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).r;
+ float sampleZDivW = texture2D(depthMap, tex).r;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
@@ -22,12 +22,14 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
// enable for less blurring for farther objects
- //scale /= min(zFarDivZNear * depthCenter / 32.0, 2.0);
+ scale /= clamp(zFarDivZNear * depthCenter / 32.0, 1.0, 2.0);
#if defined(USE_HORIZONTAL_BLUR)
- vec2 direction = vec2(scale.x, 0.0);
+ 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);
+ vec2 direction = vec2(0.0, scale.y * 2.0);
+ vec2 nudge = vec2(scale.x * 0.5, 0.0);
#endif
vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
@@ -46,7 +48,7 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
{
for (j = 1; j < BLUR_SIZE; j++)
{
- vec2 offset = direction * j;
+ vec2 offset = direction * (float(j) - 0.25) + nudge;
float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
float depthExpected = depthCenter + dot(slope, offset);
float useSample = float(abs(depthSample - depthExpected) < zLimit);
@@ -57,9 +59,11 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
result += texture2D(imageMap, tex + offset) * useSample;
total += useSample;
#endif
+ nudge = -nudge;
}
direction = -direction;
+ nudge = -nudge;
}
return result / total;
@@ -67,5 +71,5 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
void main()
{
- gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz);
+ gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
}
diff --git a/src/renderergl2/glsl/depthblur_vp.glsl b/src/renderergl2/glsl/depthblur_vp.glsl
index 9c46a79f..ba0b6c56 100644
--- a/src/renderergl2/glsl/depthblur_vp.glsl
+++ b/src/renderergl2/glsl/depthblur_vp.glsl
@@ -1,12 +1,15 @@
attribute vec4 attr_Position;
attribute vec4 attr_TexCoord0;
+uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
+
varying vec2 var_ScreenTex;
void main()
{
gl_Position = attr_Position;
- var_ScreenTex = attr_TexCoord0.xy;
+ var_ScreenTex = (floor(attr_TexCoord0.xy * (1.0 / u_ViewInfo.zw - vec2(1.0))) + vec2(0.5)) * u_ViewInfo.zw;
+
//vec2 screenCoords = gl_Position.xy / gl_Position.w;
//var_ScreenTex = screenCoords * 0.5 + 0.5;
}
diff --git a/src/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl
index 1714c2be..93f61859 100644
--- a/src/renderergl2/glsl/ssao_fp.glsl
+++ b/src/renderergl2/glsl/ssao_fp.glsl
@@ -40,8 +40,7 @@ mat2 randomRotation( const vec2 p )
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
- // depth is upside down?
- float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).r;
+ float sampleZDivW = texture2D(depthMap, tex).r;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c
index 708b395f..f523ab32 100644
--- a/src/renderergl2/tr_backend.c
+++ b/src/renderergl2/tr_backend.c
@@ -981,7 +981,11 @@ const void *RB_DrawSurfs( const void *data ) {
if (tr.hdrDepthFbo)
{
// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
- FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
+ ivec4_t srcBox;
+
+ VectorSet4(srcBox, 0, tr.renderDepthImage->height, tr.renderDepthImage->width, -tr.renderDepthImage->height);
+
+ FBO_BlitFromTexture(tr.renderDepthImage, srcBox, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
}
if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
@@ -1541,7 +1545,6 @@ const void *RB_PostProcess(const void *data)
srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
- //FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
}