git-svn-id: svn://db.shs.com.ru/libs@50 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -76,6 +76,8 @@ private slots:
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void on_spinHaloFillAlpha_valueChanged(double val) {view->setSelectionHaloFillAlpha(val);}
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void on_spinMotionBlurFactor_valueChanged(double val) {view->setMotionBlurFactor(val);}
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void on_spinMotionBlurSteps_valueChanged(int val) {view->setMotionBlurSteps(val);}
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void on_spinMotionBloomFactor_valueChanged(double val) {view->setBloomFactor(val);}
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void on_spinMotionBloomRadius_valueChanged(int val) {view->setBloomRadius(val);}
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//void on_spinSliderShine_valueChanged(double val) {obj->material().shine_strength = val; obj->setMaterial(obj->material(), true);}
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//void on_spinSliderRough_valueChanged(double val) {obj->material().shine = val; obj->setMaterial(obj->material(), true);}
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void on_pushButton_clicked() {view->removeLight(view->lightsCount() - 1); setWindowTitle(QString::number(view->lightsCount()));}
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@@ -108,14 +108,14 @@
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</property>
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</widget>
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</item>
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<item row="5" column="0">
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<item row="7" column="0">
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<widget class="QLabel" name="label_12">
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<property name="text">
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<string>motion blur factor</string>
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</property>
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</widget>
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</item>
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<item row="6" column="0">
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<item row="8" column="0">
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<widget class="QLabel" name="label_13">
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<property name="text">
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<string>motion blur steps</string>
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@@ -213,7 +213,7 @@
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</property>
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</widget>
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</item>
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<item row="5" column="1">
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<item row="7" column="1">
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<widget class="SpinSlider" name="spinMotionBlurFactor">
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<property name="minimum">
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<double>0.000000000000000</double>
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@@ -238,7 +238,7 @@
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</property>
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</widget>
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</item>
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<item row="6" column="1">
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<item row="8" column="1">
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<widget class="SpinSlider" name="spinMotionBlurSteps">
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<property name="minimum">
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<double>1.000000000000000</double>
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@@ -263,6 +263,70 @@
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</property>
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</widget>
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</item>
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<item row="5" column="0">
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<widget class="QLabel" name="label_14">
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<property name="text">
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<string>bloom factor</string>
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</property>
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</widget>
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</item>
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<item row="6" column="0">
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<widget class="QLabel" name="label_15">
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<property name="text">
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<string>bloom radius</string>
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</property>
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</widget>
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</item>
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<item row="5" column="1">
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<widget class="SpinSlider" name="spinMotionBloomFactor">
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<property name="minimum">
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<double>0.000000000000000</double>
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</property>
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<property name="maximum">
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<double>100.000000000000000</double>
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</property>
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<property name="value">
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<double>1.000000000000000</double>
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</property>
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<property name="decimals">
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<number>1</number>
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</property>
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<property name="singleStep">
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<double>0.100000000000000</double>
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</property>
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<property name="pageStep">
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<double>1.000000000000000</double>
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</property>
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<property name="squareScale">
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<bool>false</bool>
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</property>
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</widget>
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</item>
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<item row="6" column="1">
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<widget class="SpinSlider" name="spinMotionBloomRadius">
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<property name="minimum">
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<double>1.000000000000000</double>
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</property>
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<property name="maximum">
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<double>128.000000000000000</double>
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</property>
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<property name="value">
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<double>8.000000000000000</double>
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</property>
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<property name="decimals">
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<number>0</number>
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</property>
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<property name="singleStep">
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<double>1.000000000000000</double>
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</property>
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<property name="pageStep">
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<double>4.000000000000000</double>
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</property>
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<property name="squareScale">
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<bool>false</bool>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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<item>
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@@ -588,7 +652,6 @@
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</item>
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</layout>
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</widget>
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<widget class="QStatusBar" name="statusbar"/>
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<action name="actionExit">
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<property name="icon">
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<iconset>
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@@ -644,11 +707,11 @@
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<hints>
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<hint type="sourcelabel">
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<x>112</x>
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<y>611</y>
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<y>570</y>
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</hint>
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<hint type="destinationlabel">
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<x>111</x>
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<y>632</y>
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<y>593</y>
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</hint>
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</hints>
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</connection>
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@@ -660,11 +723,11 @@
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<hints>
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<hint type="sourcelabel">
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<x>167</x>
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<y>611</y>
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<y>570</y>
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</hint>
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<hint type="destinationlabel">
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<x>163</x>
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<y>653</y>
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<y>616</y>
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</hint>
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</hints>
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</connection>
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@@ -676,11 +739,11 @@
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<hints>
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<hint type="sourcelabel">
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<x>126</x>
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<y>737</y>
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<y>708</y>
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</hint>
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<hint type="destinationlabel">
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<x>128</x>
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<y>758</y>
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<y>731</y>
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</hint>
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</hints>
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</connection>
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@@ -55,6 +55,8 @@ QGLView::QGLView(QWidget * parent): QGraphicsView(parent), fbo_selection(3) {
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//lmode = Simple;
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shader_select = shader_halo = 0;
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cur_luminance = 1.;
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m_bloomFactor = 0.5;
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m_bloomRadius = 8;
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accom_time = 16.;
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accom_max_speed = 0.2;
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m_motionBlurFactor = 1.;
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@@ -75,6 +75,8 @@ class QGLView: public QGraphicsView, public QGLViewBase
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Q_PROPERTY (int dynamicReflectionsMapSize READ dynamicReflectionsMapSize WRITE setDynamicReflectionsMapSize)
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Q_PROPERTY (bool HDREnabled READ isHDREnabled WRITE setHDREnabled)
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Q_PROPERTY (bool bloomEnabled READ isBloomEnabled WRITE setBloomEnabled)
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Q_PROPERTY (double bloomFactor READ bloomFactor WRITE setBloomFactor)
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Q_PROPERTY (int bloomRadius READ bloomRadius WRITE setBloomRadius)
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Q_PROPERTY (bool multisamplingEnabled READ isMultisamplingEnabled WRITE setMultisamplingEnabled)
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Q_PROPERTY (bool FXAAEnabled READ isFXAAEnabled WRITE setFXAAEnabled)
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Q_PROPERTY (bool accomodationEnabled READ isAccomodationEnabled WRITE setAccomodationEnabled)
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@@ -154,6 +156,8 @@ public:
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int renderMode() const {return (int)rmode;}
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void setRenderMode(int mode) {rmode = (GLObjectBase::RenderMode)mode;}
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double bloomFactor() const {return m_bloomFactor;}
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int bloomRadius() const {return m_bloomRadius;}
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double accomodationTime() const {return accom_time;}
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double accomodationMaxSpeed() const {return accom_max_speed;}
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double motionBlurFactor() const {return m_motionBlurFactor;}
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@@ -261,9 +265,9 @@ private:
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Qt::MouseButton sel_button;
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Qt::KeyboardModifier sel_mod;
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GLRendererBase::RenderingParameters start_rp;
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double lineWidth_, linearFiltering_, accom_time, accom_max_speed, cur_luminance;
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double lineWidth_, linearFiltering_, accom_time, accom_max_speed, cur_luminance, m_bloomFactor;
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double fogDensity_, fogStart_, fogEnd_, fps_, fps_tm, hoverHaloFill_, selectionHaloFill_, m_motionBlurFactor;
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int timer, fps_cnt, sh_id_loc, shadow_map_size, dynamic_cubemap_size, motion_blur_steps, m_motionBlurSteps;
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int timer, fps_cnt, sh_id_loc, shadow_map_size, dynamic_cubemap_size, motion_blur_steps, m_motionBlurSteps, m_bloomRadius;
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bool is_init, fogEnabled_, lightEnabled_, grabMouse_, mouse_first, mouseRotate_, mouseSelect_, customMouseMove_;
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bool shaders_supported, changed_, cameraOrbit_;
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bool hoverHalo_, selectionHalo_, mouseThis_, shaders_bind, shadows_, shadows_soft, selecting_;
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@@ -309,6 +313,8 @@ public slots:
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void setMultisamplingEnabled(const bool & arg) {msaa_ = arg;}
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void setFXAAEnabled(const bool & arg) {fxaa_ = arg;}
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void setAccomodationEnabled(const bool & arg) {accomodation_ = arg;}
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void setBloomFactor(double bloomFactor) {m_bloomFactor = bloomFactor;}
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void setBloomRadius(int bloomRadius) {m_bloomRadius = bloomRadius;}
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void setMotionBlurEnabled(bool motionBlurEnabled) {m_motionBlurEnabled = motionBlurEnabled;}
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void setMotionBlurFactor(double motionBlurFactor) {m_motionBlurFactor = motionBlurFactor;}
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void setMotionBlurSteps(int motionBlurSteps) {m_motionBlurSteps = motionBlurSteps;}
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@@ -21,12 +21,15 @@
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
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fbo_g(5, true, GL_RGBA16F), fbo_out(2, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
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fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
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shaders << ShaderPair("FXAA", &shader_fxaa)
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<< ShaderPair("dsl_pass_0", &shader_ds_0)
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<< ShaderPair("dsl_pass_1", &shader_ds_1)
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<< ShaderPair("hdr", &shader_hdr)
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<< ShaderPair("downscale", &shader_small)
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<< ShaderPair("bloom_pass_0", &shader_bloom_0)
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<< ShaderPair("bloom_pass_1", &shader_bloom_1)
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<< ShaderPair("fbo_add", &shader_fbo_add)
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<< ShaderPair("motion_blur", &shader_motion_blur);
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for (int i = 0; i < shaders.size(); ++i)
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*(shaders[i].second) = 0;
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@@ -212,6 +215,50 @@ void RendererDeferredShading::renderScene() {
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piSwap<int>(wi, ri);
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}
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if (view.isBloomEnabled()) {
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fbo_out.setWriteBuffer(2);
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fbo_out.setReadBuffer(ri);
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glBlitFramebuffer(0, 0, fbo_out.width(), fbo_out.height(), 0, 0, fbo_out.width(), fbo_out.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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fbo_out.setWriteBuffer(wi);
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shader_bloom_0->bind();
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shader_bloom_0->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_bloom_0->setUniformValue("factor", GLfloat(view.bloomFactor()));
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shader_bloom_0->setUniformValue("t0", 0);
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glDrawQuad(shader_bloom_0);
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glActiveTextureChannel(0);
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piSwap<int>(wi, ri);
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shader_bloom_1->bind();
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shader_bloom_1->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_bloom_1->setUniformValue("t0", 0);
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int radius = view.bloomRadius();
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int passes = qMax<int>(int(ceil(log2(radius))), 1);
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int crad = 1;
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for (int p = 0; p < passes; ++p) {
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.setWriteBuffer(wi);
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shader_bloom_1->setUniformValue("radius", crad);
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glDrawQuad(shader_bloom_1);
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piSwap<int>(wi, ri);
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crad *= 2;
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}
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fbo_out.setWriteBuffer(wi);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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glActiveTextureChannel(1);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
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shader_fbo_add->bind();
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shader_fbo_add->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_fbo_add->setUniformValue("t0", 0);
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shader_fbo_add->setUniformValue("t1", 1);
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glDrawQuad(shader_fbo_add);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
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piSwap<int>(wi, ri);
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}
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glReleaseShaders();
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fbo_out.release();
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@@ -45,7 +45,8 @@ private:
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int cplc, BUG[8], lights_per_pass;
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double exposure_;
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GLFramebuffer fbo_g, fbo_out, fbo_hsmall;
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QGLShaderProgram * shader_fxaa, * shader_ds_0, * shader_ds_1, * shader_hdr, * shader_small, * shader_motion_blur;
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QGLShaderProgram * shader_fxaa, * shader_ds_0, * shader_ds_1, * shader_hdr, * shader_small;
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QGLShaderProgram * shader_bloom_0, * shader_bloom_1, * shader_motion_blur, * shader_fbo_add;
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QVector<ShaderPair> shaders;
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QMatrix4x4 prev_view, prev_proj;
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8
qglview/shaders/bloom_pass_0.frag
Normal file
8
qglview/shaders/bloom_pass_0.frag
Normal file
@@ -0,0 +1,8 @@
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#version 150
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uniform sampler2D t0;
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uniform float factor = 1.;
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void main(void) {
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qgl_FragData[0].rgb = max(texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb - vec3(0.8), vec3(0.)) * factor;
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}
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6
qglview/shaders/bloom_pass_0.vert
Normal file
6
qglview/shaders/bloom_pass_0.vert
Normal file
@@ -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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33
qglview/shaders/bloom_pass_1.frag
Normal file
33
qglview/shaders/bloom_pass_1.frag
Normal file
@@ -0,0 +1,33 @@
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#version 150
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uniform sampler2D t0;
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uniform int radius = 2;
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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float r = float(radius);
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int o = radius, o2 = radius * 2;
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vec3 scol = (texelFetch(t0, tc, 0).rgb * 3. +
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texelFetch(t0, tc + ivec2( o, 0 ), 0).rgb * 2. +
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texelFetch(t0, tc + ivec2( 0, o ), 0).rgb * 2. +
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texelFetch(t0, tc + ivec2( -o, 0 ), 0).rgb * 2. +
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||||
texelFetch(t0, tc + ivec2( 0, -o), 0).rgb * 2. +
|
||||
texelFetch(t0, tc + ivec2( o, o ), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( o, -o), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( -o, -o ), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( -o, o ), 0).rgb * 1.5 +
|
||||
texelFetch(t0, tc + ivec2( o2, 0 ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( 0, o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2(-o2, 0 ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( 0, -o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o2, o ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o2, -o), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2(-o2, -o ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2(-o2, o ), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o, o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( o, -o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( -o, -o2), 0).rgb +
|
||||
texelFetch(t0, tc + ivec2( -o, o2), 0).rgb) / 29.;
|
||||
qgl_FragData[0].rgb = scol;
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||||
//qgl_FragData[0].rgb = vec3(r/10.);
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||||
}
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||||
6
qglview/shaders/bloom_pass_1.vert
Normal file
6
qglview/shaders/bloom_pass_1.vert
Normal file
@@ -0,0 +1,6 @@
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||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
@@ -55,13 +55,16 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
||||
|
||||
void main(void) {
|
||||
//if (d == 1.) discard;
|
||||
vec2 tc = qgl_FragTexture.xy;
|
||||
vec4 v0 = texture2D(t0, tc);
|
||||
ivec2 tc = ivec2(gl_FragCoord.xy);
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||||
vec4 v0 = texture2D(t0, qgl_FragTexture.xy);
|
||||
if (v0.w == 0.) {
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||||
qgl_FragData[0] = back_color;
|
||||
return;
|
||||
}
|
||||
vec4 v1 = texture2D(t1, tc), v2 = texture2D(t2, tc), v3 = texture2D(t3, tc), v4 = texture2D(t4, tc);
|
||||
vec4 v1 = texelFetch(t1, tc, 0),
|
||||
v2 = texelFetch(t2, tc, 0),
|
||||
v3 = texelFetch(t3, tc, 0),
|
||||
v4 = texelFetch(t4, tc, 0);
|
||||
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
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||||
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
|
||||
float height = v2.w;
|
||||
|
||||
7
qglview/shaders/fbo_add.frag
Normal file
7
qglview/shaders/fbo_add.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D t0, t1;
|
||||
|
||||
void main(void) {
|
||||
qgl_FragData[0].rgb = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb + texelFetch(t1, ivec2(gl_FragCoord.xy), 0).rgb;
|
||||
}
|
||||
6
qglview/shaders/fbo_add.vert
Normal file
6
qglview/shaders/fbo_add.vert
Normal file
@@ -0,0 +1,6 @@
|
||||
#version 150
|
||||
|
||||
void main(void) {
|
||||
qgl_FragTexture = qgl_Texture;
|
||||
gl_Position = qgl_ftransform();
|
||||
}
|
||||
@@ -16,7 +16,7 @@ vec3 Uncharted2Tonemap(vec3 x) {
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
vec3 inColor = texture(t0, qgl_FragTexture.xy).rgb;
|
||||
vec3 inColor = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb;
|
||||
inColor *= exposure;
|
||||
float ExposureBias = 1;
|
||||
vec3 curr = Uncharted2Tonemap(ExposureBias*inColor);
|
||||
|
||||
@@ -8,7 +8,7 @@ uniform int steps = 8;
|
||||
void main(void) {
|
||||
vec2 cdt = dt / steps;
|
||||
vec2 ct = qgl_FragTexture.xy;
|
||||
vec3 speed = texture(ts, ct).rgb * 256 * factor;
|
||||
vec3 speed = texelFetch(ts, ivec2(gl_FragCoord.xy), 0).rgb * 256 * factor;
|
||||
int hsteps = steps / 2;
|
||||
ct -= speed.xy * cdt * hsteps;
|
||||
vec3 scol = vec3(0);//texture(t0, ct).rgb;
|
||||
|
||||
@@ -6,11 +6,11 @@ uniform sampler2D t0;
|
||||
uniform float fill;
|
||||
|
||||
void main(void) {
|
||||
vec2 tc = qgl_FragTexture.xy;
|
||||
vec4 ds0 = abs(textureLodOffset(t0, tc, 0., ivec2(-1, 0)) - selected);
|
||||
vec4 ds1 = abs(textureLodOffset(t0, tc, 0., ivec2( 1, 0)) - selected);
|
||||
vec4 ds2 = abs(textureLodOffset(t0, tc, 0., ivec2(0, -1)) - selected);
|
||||
vec4 ds3 = abs(textureLodOffset(t0, tc, 0., ivec2(0, 1)) - selected);
|
||||
ivec2 tc = ivec2(gl_FragCoord.xy);
|
||||
vec4 ds0 = abs(texelFetchOffset(t0, tc, 0, ivec2(-1, 0)) - selected);
|
||||
vec4 ds1 = abs(texelFetchOffset(t0, tc, 0, ivec2( 1, 0)) - selected);
|
||||
vec4 ds2 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, -1)) - selected);
|
||||
vec4 ds3 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, 1)) - selected);
|
||||
float d0 = dot(ds0, vec4(1., 1., 1., 1.)), d1 = dot(ds1, vec4(1., 1., 1., 1.)), d2 = dot(ds2, vec4(1., 1., 1., 1.)), d3 = dot(ds3, vec4(1., 1., 1., 1.));
|
||||
float vs = step(1e-6, d0 + d1 + d2 + d3);
|
||||
float vm = step(1e-3, (d0 * 255.) * (d1 * 255.) * (d2 * 255.) * (d3 * 255.));
|
||||
|
||||
Reference in New Issue
Block a user