git-svn-id: svn://db.shs.com.ru/libs@68 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -1,17 +1,50 @@
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#version 150
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uniform sampler2D t0, t1, ts;
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uniform sampler2D t0, t1, ts, tbs;
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uniform float z_near, z_far;
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uniform mat4 mat_proj;
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uniform vec3 cam_aim, cam_pos;
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in vec3 view_dir;
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec2 sp = qgl_FragTexture.xy;
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vec4 v0 = texelFetch(t0, tc, 0), v1 = texelFetch(t1, tc, 0), vs = texelFetch(ts, tc, 0);
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vec3 sp = vec3(qgl_FragTexture.xy, v0.w);
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vec2 tsp;
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vec4 pos;
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pos.w = 1;
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pos.xyz = view_dir * v0.w;
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vec4 spos = pos;
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vec4 tpos;
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vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
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vec3 vd = vec3(0, 0, 1);
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vec3 vd = -normalize(vec3(-view_dir.xy, view_dir.z));
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vec3 rn = reflect(vd, n);
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float coeff = clamp(dot(vd, rn), 0, 1);
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vec3 rvs = texture(ts, sp - rn.xy/v0.w).rgb;
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qgl_FragData[0].rgb = mix(vs.rgb, rvs, coeff);
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//qgl_FragData[0].rgb = vec3(v0.w/10);
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//rn.z += 1.;
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float coeff = clamp(1.-(dot(vec3(0,0,1), n)), 0, 1), cz = v0.w;
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coeff = coeff*coeff;
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coeff = coeff*coeff;
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rn.z = -rn.z;
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int i = 0;
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vec4 tv0;
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float l = z_far * 0.5;
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pos.xyz += rn * l;
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for (i = 0; i < 16; ++i) {
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tpos = mat_proj * pos;
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tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
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tv0 = texture(t0, tsp);
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l *= 0.5;
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pos.xyz += rn * (step(pos.z, tv0.w) * 2. - 1.) * l;
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}
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vec2 ess = abs(tsp - vec2(0.5, 0.5)) - vec2(0.3, 0.3);
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ess = clamp(ess, vec2(0, 0), vec2(0.2, 0.2));
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ess = smoothstep(vec2(0.2, 0.2), vec2(0, 0), ess);
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coeff *= min(ess.x, ess.y);
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float blur = step(0., coeff) * length(pos.xyz - spos.xyz);
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vec3 rvs = texture(ts, tsp).rgb;
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qgl_FragData[0] = vec4(rvs.rgb, coeff + clamp(round(blur * 10), 0, 1000));
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}
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@@ -1,6 +1,10 @@
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#version 150
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in vec3 view_corner;
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out vec3 view_dir;
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void main(void) {
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view_dir = view_corner / view_corner.z;
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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}
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37
qglview/shaders/ssr_blur.frag
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37
qglview/shaders/ssr_blur.frag
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@@ -0,0 +1,37 @@
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#version 150
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uniform sampler2D t0;
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uniform float radius = 2;
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uniform vec2 dt;
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void main(void) {
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vec2 tc = qgl_FragTexture.xy;
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float r = float(radius);
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vec4 v0 = texture(t0, tc);
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float rad;
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float coeff = modf(v0.a, rad);
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rad /= 10.;
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float o = radius * rad, o2 = radius * rad * 2;
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vec3 scol = (v0.rgb * 3. +
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max(texture(t0, tc + dt * vec2( o, 0 )).rgb, vec3(0)) * 2. +
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max(texture(t0, tc + dt * vec2( 0, o )).rgb, vec3(0)) * 2. +
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max(texture(t0, tc + dt * vec2( -o, 0 )).rgb, vec3(0)) * 2. +
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max(texture(t0, tc + dt * vec2( 0, -o)).rgb, vec3(0)) * 2. +
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max(texture(t0, tc + dt * vec2( o, o )).rgb, vec3(0)) * 1.5 +
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max(texture(t0, tc + dt * vec2( o, -o)).rgb, vec3(0)) * 1.5 +
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max(texture(t0, tc + dt * vec2( -o, -o )).rgb, vec3(0)) * 1.5 +
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max(texture(t0, tc + dt * vec2( -o, o )).rgb, vec3(0)) * 1.5 +
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max(texture(t0, tc + dt * vec2( o2, 0 )).rgb, vec3(0)) +
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max(texture(t0, tc + dt * vec2( 0, o2)).rgb, vec3(0)) +
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max(texture(t0, tc + dt * vec2(-o2, 0 )).rgb, vec3(0)) +
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max(texture(t0, tc + dt * vec2( 0, -o2)).rgb, vec3(0))/* +
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texture(t0, tc + dt * vec2( o2, o )).rgb +
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texture(t0, tc + dt * vec2( o2, -o)).rgb +
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texture(t0, tc + dt * vec2(-o2, -o )).rgb +
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texture(t0, tc + dt * vec2(-o2, o )).rgb +
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texture(t0, tc + dt * vec2( o, o2)).rgb +
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texture(t0, tc + dt * vec2( o, -o2)).rgb +
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texture(t0, tc + dt * vec2( -o, -o2)).rgb +
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texture(t0, tc + dt * vec2( -o, o2)).rgb*/) / 21.;
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qgl_FragData[0] = vec4(scol, v0.w);
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}
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6
qglview/shaders/ssr_blur.vert
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6
qglview/shaders/ssr_blur.vert
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@@ -0,0 +1,6 @@
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#version 150
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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}
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12
qglview/shaders/ssr_merge.frag
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12
qglview/shaders/ssr_merge.frag
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@@ -0,0 +1,12 @@
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#version 150
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uniform sampler2D t0, ts;
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0);
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float rad;
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float coeff = modf(v0.a, rad);
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qgl_FragData[0].rgb = mix(vs.rgb, v0.rgb, coeff);
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//qgl_FragData[0].rgb = vec3(v0.rgb);
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}
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6
qglview/shaders/ssr_merge.vert
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6
qglview/shaders/ssr_merge.vert
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@@ -0,0 +1,6 @@
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#version 150
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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}
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