OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.

This commit is contained in:
SmileTheory 2016-04-05 02:37:05 -07:00
parent 60f56670d6
commit 1f6703821f
8 changed files with 148 additions and 125 deletions

View file

@ -9,7 +9,10 @@ varying vec2 var_ScreenTex;
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 BLUR_SIZE 4
#if !defined(USE_DEPTH)
//#define USE_GAUSS
#endif
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
@ -19,21 +22,21 @@ float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNea
vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
{
float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
// enable for less blurring for farther objects
#if defined(USE_DEPTH)
float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
scale /= clamp(zFarDivZNear * depthCenter / 32.0, 1.0, 2.0);
#endif
#if defined(USE_HORIZONTAL_BLUR)
vec2 direction = vec2(scale.x * 2.0, 0.0);
vec2 nudge = vec2(0.0, scale.y * 0.5);
#else // if defined(USE_VERTICAL_BLUR)
vec2 direction = vec2(0.0, scale.y * 2.0);
vec2 nudge = vec2(scale.x * 0.5, 0.0);
vec2 nudge = vec2(-scale.x * 0.5, 0.0);
#endif
vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
#if defined(USE_GAUSS)
vec4 result = texture2D(imageMap, tex) * gauss[0];
float total = gauss[0];
@ -49,9 +52,13 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
for (j = 1; j < BLUR_SIZE; j++)
{
vec2 offset = direction * (float(j) - 0.25) + nudge;
#if defined(USE_DEPTH)
float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
float depthExpected = depthCenter + dot(slope, offset);
float useSample = float(abs(depthSample - depthExpected) < zLimit);
#else
float useSample = 1.0;
#endif
#if defined(USE_GAUSS)
result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample);
total += gauss[j] * useSample;