git-svn-id: svn://db.shs.com.ru/libs@75 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -1,20 +1,26 @@
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#version 150
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uniform sampler2D t0, t1, ts, tbs;
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uniform sampler2D t0, t1, ts, td, 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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const float _pe = 2.4e-7;
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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), 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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float z = texelFetch(td, tc, 0).r;
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z = z + z - 1;
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z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
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pos.w = 1;
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pos.xyz = view_dir * v0.w;
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pos.xyz = view_dir * z;
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//pos.z = -pos.z;
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vec4 spos = pos;
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vec4 tpos;
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@@ -22,9 +28,11 @@ void main(void) {
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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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//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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float coeff = clamp(1. - (dot(vec3(0,0,1), n)), 0, 1);
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coeff = coeff*coeff;
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/*coeff = coeff*coeff;
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coeff = coeff*coeff;
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coeff = coeff*coeff;*/
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float reflectivity = 0.;
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float specularity = modf(v1.w, reflectivity);
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@@ -33,12 +41,15 @@ void main(void) {
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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 < 20; ++i) {
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float cz;
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for (i = 0; i < 24; ++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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cz = texture(td, tsp).r;
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cz = cz + cz - 1;
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cz = ((_pe - 2.) * z_near) / (cz + _pe - 1.); // infinite depth
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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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pos.xyz += rn * (step(pos.z, cz) * 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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@@ -52,4 +63,5 @@ void main(void) {
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vec3 rvs = texture(ts, tsp).rgb;
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qgl_FragData[0] = vec4(rvs.rgb, coeff / 1.1 + clamp(round(blur * 10), 0, 1000));
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//qgl_FragData[0] = vec4(rvs.rgb, cz/5);
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}
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