edgeF.glsl
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上传日期:2021-03-01
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文件大小:1k
- /**
- * @file edgeF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect depthMap;
- uniform sampler2DRect normalMap;
- uniform float gi_dist_cutoff;
- varying vec2 vary_fragcoord;
- uniform float depth_cutoff;
- uniform float norm_cutoff;
- uniform mat4 inv_proj;
- uniform vec2 screen_res;
- float getDepth(vec2 pos_screen)
- {
- float z = texture2DRect(depthMap, pos_screen.xy).a;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
- }
- void main()
- {
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;
- float depth = getDepth(vary_fragcoord.xy);
-
- vec2 tc = vary_fragcoord.xy;
-
- float sc = 0.75;
-
- vec2 de;
- de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
- de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
-
- vec2 ne;
- ne.x = dot(texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb*2.0-1.0, norm);
- ne.y = dot(texture2DRect(normalMap, tc+vec2(sc,sc)).rgb*2.0-1.0, norm);
-
- ne = 1.0-ne;
-
- ne = step(norm_cutoff, ne);
-
- gl_FragColor.a = dot(de,de)+dot(ne,ne);
- //gl_FragColor.a = dot(de,de);
- }