diff --git a/qglview/shaders/ssao_blur.frag b/qglview/shaders/ssao_blur.frag new file mode 100644 index 0000000..096e106 --- /dev/null +++ b/qglview/shaders/ssao_blur.frag @@ -0,0 +1,47 @@ +#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); +} diff --git a/qglview/shaders/ssao_blur.vert b/qglview/shaders/ssao_blur.vert new file mode 100644 index 0000000..6bc001e --- /dev/null +++ b/qglview/shaders/ssao_blur.vert @@ -0,0 +1,6 @@ +#version 150 + +void main(void) { + qgl_FragTexture = qgl_Texture; + gl_Position = qgl_ftransform(); +} diff --git a/qglview/shaders/ssao_merge.frag b/qglview/shaders/ssao_merge.frag new file mode 100644 index 0000000..b4d74dd --- /dev/null +++ b/qglview/shaders/ssao_merge.frag @@ -0,0 +1,32 @@ +#version 150 + +uniform sampler2D t0, ts, tg1; +uniform float z_near, z_far; +uniform mat4 mat_proj; + +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 bn = cross(n, vec3(0, 0, 1)); + vec3 bn2 = cross(n, bn); + vec4 pos; + pos.w = 1; + pos.xyz = view_dir * vs.w; + vec4 spos = pos, tpos, tv0; + vec2 tsp; + float l = 20 * 0.5; + pos.xyz += bn2 * l; + for (int i = 0; i < 16; ++i) { + tpos = mat_proj * pos; + tsp = -(tpos.xy / tpos.w) / 2. + 0.5; + 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); + //qgl_FragData[0].rgb = vec3(abs(v0.w/1)); +} diff --git a/qglview/shaders/ssao_merge.vert b/qglview/shaders/ssao_merge.vert new file mode 100644 index 0000000..0e2d5fe --- /dev/null +++ b/qglview/shaders/ssao_merge.vert @@ -0,0 +1,10 @@ +#version 150 + +in vec3 view_corner; +out vec3 view_dir; + +void main(void) { + view_dir = view_corner / view_corner.z; + qgl_FragTexture = qgl_Texture; + gl_Position = qgl_ftransform(); +}