git-svn-id: svn://db.shs.com.ru/libs@71 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-13 22:56:10 +00:00
parent cf8bb76a80
commit 43354bca77
6 changed files with 46 additions and 40 deletions

View File

@@ -135,7 +135,7 @@ void main(void) {
calcLight(i, n, v, v2);
calcLight(0, n, v, v2);
qgl_FragData[0] = vec4(li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb, v0.w);
qgl_FragData[0] = vec4(max(vec3(0), li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb), v0.w);
//qgl_FragData[0].rgb = vec3(abs((v0.w)/50));
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
//shd = shd - shp.w;

View File

@@ -16,7 +16,7 @@ void main(void) {
for (int i = 0; i < steps; ++i) {
ct += speed.xy * cdt;
float mul = 1. - abs(i - hsteps) * 2. / steps;
scol += max(texture(t0, ct).rgb, vec3(0)) * mul;
scol += texture(t0, ct).rgb * mul;
sum += mul;
}
scol /= sum;

View File

@@ -4,10 +4,11 @@ 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;
vec4 getTexel(vec2 tc, vec4 ptc, float mul) {
vec4 tv = texture(t0, tc);
if (radius == 1)
tv = vec4(tv.w);
return vec4(min(ptc.r, tv.r), max(ptc.g, tv.g), ptc.b + tv.b * mul, 0);
}
void main(void) {
@@ -15,21 +16,23 @@ void main(void) {
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 = texture(t0, tc);
if (radius == 1)
scol = vec4(scol.w);
scol.b *= 3.;
scol = getTexel(tc + dt * vec2( o, 0 ), scol, 2);
scol = getTexel(tc + dt * vec2( 0, o ), scol, 2);
scol = getTexel(tc + dt * vec2( -o, 0 ), scol, 2);
scol = getTexel(tc + dt * vec2( 0, -o), scol, 2);
scol = getTexel(tc + dt * vec2( o, o ), scol, 1.5);
scol = getTexel(tc + dt * vec2( o, -o), scol, 1.5);
scol = getTexel(tc + dt * vec2( -o, -o ), scol, 1.5);
scol = getTexel(tc + dt * vec2( -o, o ), scol, 1.5);
scol = getTexel(tc + dt * vec2( o2, 0 ), scol, 1);
scol = getTexel(tc + dt * vec2( 0, o2), scol, 1);
scol = getTexel(tc + dt * vec2(-o2, 0 ), scol, 1);
scol = getTexel(tc + dt * vec2( 0, -o2), scol, 1);
scol.b /= 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));
@@ -43,5 +46,5 @@ void main(void) {
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);
qgl_FragData[0].rgba = vec4(scol.rgb, texture(t0, tc).w);
}

View File

@@ -9,7 +9,7 @@ in vec3 view_dir;
void main(void) {
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0), vg1 = texelFetch(tg1, tc, 0);
vec3 n = vec3(-vg1.xy, vg1.z);
/*vec3 n = vec3(-vg1.xy, vg1.z);
vec3 bn = cross(n, vec3(0, 0, 1));
vec3 bn2 = cross(n, bn);
vec4 pos;
@@ -25,8 +25,11 @@ void main(void) {
tv0 = texture(ts, tsp);
l *= 0.5;
pos.xyz += bn2 * (step(pos.z, tv0.w) * 2. - 1.) * l;
}
qgl_FragData[0].rgb = vec3(1.-(vs.w - v0.w));
qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15);
}*/
float minz = v0.r, maxz = v0.g, blurz = v0.b, curz = v0.w, avgz = (minz+maxz)/2;
float dz = maxz - minz;
qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10);
//qgl_FragData[0].rgb = vec3(v0.b / 10);
//qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15);
//qgl_FragData[0].rgb = vec3(abs(v0.w/1));
}

View File

@@ -49,7 +49,7 @@ void main(void) {
pr_pos.xyz /= pr_pos.w;
pr_spos.xyz /= pr_spos.w;
float blur = step(0., coeff) * length(pr_pos.xyz - pr_spos.xyz) * (1. - specularity);
vec3 rvs = max(texture(ts, tsp).rgb, vec3(0));
vec3 rvs = texture(ts, tsp).rgb;
qgl_FragData[0] = vec4(rvs.rgb, coeff / 1.1 + clamp(round(blur * 10), 0, 1000));
}

View File

@@ -13,19 +13,19 @@ void main(void) {
rad /= 10.;
rad *= 2;
float o = radius * rad, o2 = radius * rad * 2;
vec3 scol = (max(v0.rgb, vec3(0)) * 3. +
max(texture(t0, tc + dt * vec2( o, 0 )).rgb, vec3(0)) * 2. +
max(texture(t0, tc + dt * vec2( 0, o )).rgb, vec3(0)) * 2. +
max(texture(t0, tc + dt * vec2( -o, 0 )).rgb, vec3(0)) * 2. +
max(texture(t0, tc + dt * vec2( 0, -o)).rgb, vec3(0)) * 2. +
max(texture(t0, tc + dt * vec2( o, o )).rgb, vec3(0)) * 1.5 +
max(texture(t0, tc + dt * vec2( o, -o)).rgb, vec3(0)) * 1.5 +
max(texture(t0, tc + dt * vec2( -o, -o )).rgb, vec3(0)) * 1.5 +
max(texture(t0, tc + dt * vec2( -o, o )).rgb, vec3(0)) * 1.5 +
max(texture(t0, tc + dt * vec2( o2, 0 )).rgb, vec3(0)) +
max(texture(t0, tc + dt * vec2( 0, o2)).rgb, vec3(0)) +
max(texture(t0, tc + dt * vec2(-o2, 0 )).rgb, vec3(0)) +
max(texture(t0, tc + dt * vec2( 0, -o2)).rgb, vec3(0))/* +
vec3 scol = (v0.rgb * 3. +
texture(t0, tc + dt * vec2( o, 0 )).rgb * 2. +
texture(t0, tc + dt * vec2( 0, o )).rgb * 2. +
texture(t0, tc + dt * vec2( -o, 0 )).rgb * 2. +
texture(t0, tc + dt * vec2( 0, -o)).rgb * 2. +
texture(t0, tc + dt * vec2( o, o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( o, -o)).rgb * 1.5 +
texture(t0, tc + dt * vec2( -o, -o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( -o, o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( o2, 0 )).rgb +
texture(t0, tc + dt * vec2( 0, o2)).rgb +
texture(t0, tc + dt * vec2(-o2, 0 )).rgb +
texture(t0, tc + dt * vec2( 0, -o2)).rgb/* +
texture(t0, tc + dt * vec2( o2, o )).rgb +
texture(t0, tc + dt * vec2( o2, -o)).rgb +
texture(t0, tc + dt * vec2(-o2, -o )).rgb +