From 43354bca77de251194856dfeca8e68a92d2b9946 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=9F=D0=B5=D0=BB=D0=B8=D0=BF=D0=B5=D0=BD=D0=BA=D0=BE=20?= =?UTF-8?q?=D0=98=D0=B2=D0=B0=D0=BD?= Date: Sun, 13 Dec 2015 22:56:10 +0000 Subject: [PATCH] git-svn-id: svn://db.shs.com.ru/libs@71 a8b55f48-bf90-11e4-a774-851b48703e85 --- qglview/shaders/dsl_pass_1.frag | 2 +- qglview/shaders/motion_blur.frag | 2 +- qglview/shaders/ssao_blur.frag | 43 +++++++++++++++++--------------- qglview/shaders/ssao_merge.frag | 11 +++++--- qglview/shaders/ssr.frag | 2 +- qglview/shaders/ssr_blur.frag | 26 +++++++++---------- 6 files changed, 46 insertions(+), 40 deletions(-) diff --git a/qglview/shaders/dsl_pass_1.frag b/qglview/shaders/dsl_pass_1.frag index 869ac4e..1693b41 100644 --- a/qglview/shaders/dsl_pass_1.frag +++ b/qglview/shaders/dsl_pass_1.frag @@ -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; diff --git a/qglview/shaders/motion_blur.frag b/qglview/shaders/motion_blur.frag index 60c0f07..3a758c4 100644 --- a/qglview/shaders/motion_blur.frag +++ b/qglview/shaders/motion_blur.frag @@ -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; diff --git a/qglview/shaders/ssao_blur.frag b/qglview/shaders/ssao_blur.frag index 096e106..4725972 100644 --- a/qglview/shaders/ssao_blur.frag +++ b/qglview/shaders/ssao_blur.frag @@ -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); } diff --git a/qglview/shaders/ssao_merge.frag b/qglview/shaders/ssao_merge.frag index b4d74dd..6012e45 100644 --- a/qglview/shaders/ssao_merge.frag +++ b/qglview/shaders/ssao_merge.frag @@ -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)); } diff --git a/qglview/shaders/ssr.frag b/qglview/shaders/ssr.frag index 6d3a0df..258b2b8 100644 --- a/qglview/shaders/ssr.frag +++ b/qglview/shaders/ssr.frag @@ -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)); } diff --git a/qglview/shaders/ssr_blur.frag b/qglview/shaders/ssr_blur.frag index 99b0cf7..7137e98 100644 --- a/qglview/shaders/ssr_blur.frag +++ b/qglview/shaders/ssr_blur.frag @@ -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 +