blurLightF.glsl
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上传日期:2021-03-01
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- /**
- * @file blurLightF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect depthMap;
- uniform sampler2DRect normalMap;
- uniform sampler2DRect lightMap;
- uniform float dist_factor;
- uniform float blur_size;
- uniform vec2 delta;
- uniform vec3 kern[4];
- uniform float kern_scale;
- varying vec2 vary_fragcoord;
- uniform mat4 inv_proj;
- uniform vec2 screen_res;
- vec4 getPosition(vec2 pos_screen)
- {
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
- }
- void main()
- {
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
-
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
- col /= defined_weight.xyxx;
-
- gl_FragColor = col;
- }