OpenGL2: Add r_shadowBlur.
This commit is contained in:
parent
a331637745
commit
90d6f941f8
6 changed files with 73 additions and 43 deletions
|
@ -1,13 +1,13 @@
|
|||
uniform sampler2D u_ScreenImageMap;
|
||||
uniform sampler2D u_ScreenDepthMap;
|
||||
|
||||
uniform vec4 u_ViewInfo; // zfar / znear, zfar
|
||||
uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
|
||||
varying vec2 var_ScreenTex;
|
||||
|
||||
//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);
|
||||
#define GAUSS_SIZE 4
|
||||
#define BLUR_SIZE 4
|
||||
|
||||
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
|
||||
{
|
||||
|
@ -17,7 +17,7 @@ float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNea
|
|||
|
||||
vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar)
|
||||
{
|
||||
float scale = 1.0 / 256.0;
|
||||
vec2 scale = u_ViewInfo.zw;
|
||||
|
||||
#if defined(USE_HORIZONTAL_BLUR)
|
||||
vec2 direction = vec2(1.0, 0.0) * scale;
|
||||
|
@ -27,22 +27,32 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
|
|||
|
||||
float depthCenter = zFar * getLinearDepth(depthMap, tex, zFarDivZNear);
|
||||
vec2 centerSlope = 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];
|
||||
#else
|
||||
vec4 result = texture2D(imageMap, tex);
|
||||
float total = 1.0;
|
||||
#endif
|
||||
|
||||
int i, j;
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
for (j = 1; j < GAUSS_SIZE; j++)
|
||||
for (j = 1; j < BLUR_SIZE; j++)
|
||||
{
|
||||
vec2 offset = direction * j;
|
||||
float depthSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear);
|
||||
float depthExpected = depthCenter + dot(centerSlope, offset);
|
||||
if(abs(depthSample - depthExpected) < 5.0)
|
||||
{
|
||||
#if defined(USE_GAUSS)
|
||||
result += texture2D(imageMap, tex + offset) * gauss[j];
|
||||
total += gauss[j];
|
||||
#else
|
||||
result += texture2D(imageMap, tex + offset);
|
||||
total += 1.0;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue