From e4c921a3b24d7631af8d119a5175321b6eb1c1f7 Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Fri, 11 Mar 2016 04:37:50 -0800 Subject: OpenGL2: More ssao/depth blur improvements. --- src/renderergl2/glsl/depthblur_vp.glsl | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'src/renderergl2/glsl/depthblur_vp.glsl') 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; } -- cgit From e1c7b8c9bd19f0e4d9b763d1f30c175e49c5397d Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Tue, 5 Apr 2016 02:37:05 -0700 Subject: OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. --- src/renderergl2/glsl/depthblur_vp.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/renderergl2/glsl/depthblur_vp.glsl') diff --git a/src/renderergl2/glsl/depthblur_vp.glsl b/src/renderergl2/glsl/depthblur_vp.glsl index ba0b6c56..9c47660c 100644 --- a/src/renderergl2/glsl/depthblur_vp.glsl +++ b/src/renderergl2/glsl/depthblur_vp.glsl @@ -8,7 +8,8 @@ varying vec2 var_ScreenTex; void main() { gl_Position = attr_Position; - var_ScreenTex = (floor(attr_TexCoord0.xy * (1.0 / u_ViewInfo.zw - vec2(1.0))) + vec2(0.5)) * u_ViewInfo.zw; + vec2 wh = vec2(1.0) / u_ViewInfo.zw - vec2(1.0); + var_ScreenTex = (floor(attr_TexCoord0.xy * wh) + vec2(0.5)) * u_ViewInfo.zw; //vec2 screenCoords = gl_Position.xy / gl_Position.w; //var_ScreenTex = screenCoords * 0.5 + 0.5; -- cgit