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-rw-r--r--src/renderergl2/glsl/depthblur_fp.glsl11
-rw-r--r--src/renderergl2/glsl/ssao_fp.glsl5
2 files changed, 10 insertions, 6 deletions
diff --git a/src/renderergl2/glsl/depthblur_fp.glsl b/src/renderergl2/glsl/depthblur_fp.glsl
index 60a261c5..a5b264fd 100644
--- a/src/renderergl2/glsl/depthblur_fp.glsl
+++ b/src/renderergl2/glsl/depthblur_fp.glsl
@@ -4,6 +4,7 @@ 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);
@@ -11,15 +12,17 @@ float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
- float sampleZDivW = texture2D(depthMap, tex).r;
+ // depth is upside down?
+ float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).r;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
{
float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
- //scale /= zFarDivZNear * depthCenter;
- //int blurSteps = int(float(BLUR_SIZE) / (zFarDivZNear * depthCenter));
+
+ // enable for less blurring for farther objects
+ //scale /= min(zFarDivZNear * depthCenter / 32.0, 2.0);
#if defined(USE_HORIZONTAL_BLUR)
vec2 direction = vec2(scale.x, 0.0);
@@ -64,5 +67,5 @@ 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.zw);
+ gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz);
}
diff --git a/src/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl
index 84f18cb7..1714c2be 100644
--- a/src/renderergl2/glsl/ssao_fp.glsl
+++ b/src/renderergl2/glsl/ssao_fp.glsl
@@ -40,7 +40,8 @@ mat2 randomRotation( const vec2 p )
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
- float sampleZDivW = texture2D(depthMap, tex).r;
+ // depth is upside down?
+ float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).r;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
@@ -80,7 +81,7 @@ float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZN
void main()
{
- float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
+ float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz);
gl_FragColor = vec4(vec3(result), 1.0);
}