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libs/qglview/shaders/ssao_blur.frag

48 lines
2.0 KiB
GLSL

#version 150
uniform sampler2D t0, ts, tg1;
uniform float radius = 2;
uniform vec2 dt;
vec4 getTexel(vec2 tc, vec4 fp, vec4 fps) {
vec4 ct = max(texture(t0, tc), vec4(0)), st = max(texture(ts, tc), vec4(0));
ct = mix(ct, fp, step(1, abs(fps.w - ct.w)));
return ct;
}
void main(void) {
ivec2 itc = ivec2(gl_FragCoord.xy);
vec4 vg1 = texelFetch(tg1, itc, 0);
vec2 tc = qgl_FragTexture.xy;
float o = radius, o2 = radius * 2;
vec4 fps = max(texture(ts, tc), vec4(0));
vec4 fp = max(texture(t0, tc), vec4(0));
vec4 scol = (fp * 3. +
getTexel(tc + dt * vec2( o, 0 ), fp, fps) * 2. +
getTexel(tc + dt * vec2( 0, o ), fp, fps) * 2. +
getTexel(tc + dt * vec2( -o, 0 ), fp, fps) * 2. +
getTexel(tc + dt * vec2( 0, -o), fp, fps) * 2. +
getTexel(tc + dt * vec2( o, o ), fp, fps) * 1.5 +
getTexel(tc + dt * vec2( o, -o), fp, fps) * 1.5 +
getTexel(tc + dt * vec2( -o, -o ), fp, fps) * 1.5 +
getTexel(tc + dt * vec2( -o, o ), fp, fps) * 1.5 +
getTexel(tc + dt * vec2( o2, 0 ), fp, fps) +
getTexel(tc + dt * vec2( 0, o2), fp, fps) +
getTexel(tc + dt * vec2(-o2, 0 ), fp, fps) +
getTexel(tc + dt * vec2( 0, -o2), fp, fps)) / 21.;
/*vec4 scol = fp;
scol = min(scol, getTexel(tc + dt * vec2( o, 0 ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( 0, o ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( -o, 0 ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( 0, -o), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( o, o ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( o, -o), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( -o, -o ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( -o, o ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( o2, 0 ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( 0, o2), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2(-o2, 0 ), fp, fps));
scol = min(scol, getTexel(tc + dt * vec2( 0, -o2), fp, fps));*/
qgl_FragData[0].rgba = vec4(vg1.z);
}