diff options
Diffstat (limited to 'src/rend2/glsl/depthblur_fp.glsl')
-rw-r--r-- | src/rend2/glsl/depthblur_fp.glsl | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/src/rend2/glsl/depthblur_fp.glsl b/src/rend2/glsl/depthblur_fp.glsl new file mode 100644 index 00000000..93895b4e --- /dev/null +++ b/src/rend2/glsl/depthblur_fp.glsl @@ -0,0 +1,58 @@ +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); +} |