git-svn-id: svn://db.shs.com.ru/libs@70 a8b55f48-bf90-11e4-a774-851b48703e85
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47
qglview/shaders/ssao_blur.frag
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47
qglview/shaders/ssao_blur.frag
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#version 150
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uniform sampler2D t0, ts, tg1;
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uniform float radius = 2;
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uniform vec2 dt;
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vec4 getTexel(vec2 tc, vec4 fp, vec4 fps) {
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vec4 ct = max(texture(t0, tc), vec4(0)), st = max(texture(ts, tc), vec4(0));
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ct = mix(ct, fp, step(1, abs(fps.w - ct.w)));
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return ct;
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}
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void main(void) {
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ivec2 itc = ivec2(gl_FragCoord.xy);
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vec4 vg1 = texelFetch(tg1, itc, 0);
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vec2 tc = qgl_FragTexture.xy;
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float o = radius, o2 = radius * 2;
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vec4 fps = max(texture(ts, tc), vec4(0));
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vec4 fp = max(texture(t0, tc), vec4(0));
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vec4 scol = (fp * 3. +
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getTexel(tc + dt * vec2( o, 0 ), fp, fps) * 2. +
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getTexel(tc + dt * vec2( 0, o ), fp, fps) * 2. +
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getTexel(tc + dt * vec2( -o, 0 ), fp, fps) * 2. +
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getTexel(tc + dt * vec2( 0, -o), fp, fps) * 2. +
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getTexel(tc + dt * vec2( o, o ), fp, fps) * 1.5 +
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getTexel(tc + dt * vec2( o, -o), fp, fps) * 1.5 +
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getTexel(tc + dt * vec2( -o, -o ), fp, fps) * 1.5 +
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getTexel(tc + dt * vec2( -o, o ), fp, fps) * 1.5 +
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getTexel(tc + dt * vec2( o2, 0 ), fp, fps) +
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getTexel(tc + dt * vec2( 0, o2), fp, fps) +
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getTexel(tc + dt * vec2(-o2, 0 ), fp, fps) +
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getTexel(tc + dt * vec2( 0, -o2), fp, fps)) / 21.;
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/*vec4 scol = fp;
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scol = min(scol, getTexel(tc + dt * vec2( o, 0 ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( 0, o ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( -o, 0 ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( 0, -o), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( o, o ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( o, -o), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( -o, -o ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( -o, o ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( o2, 0 ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( 0, o2), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2(-o2, 0 ), fp, fps));
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scol = min(scol, getTexel(tc + dt * vec2( 0, -o2), fp, fps));*/
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qgl_FragData[0].rgba = vec4(vg1.z);
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}
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6
qglview/shaders/ssao_blur.vert
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6
qglview/shaders/ssao_blur.vert
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#version 150
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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}
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32
qglview/shaders/ssao_merge.frag
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32
qglview/shaders/ssao_merge.frag
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#version 150
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uniform sampler2D t0, ts, tg1;
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uniform float z_near, z_far;
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uniform mat4 mat_proj;
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in vec3 view_dir;
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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), vs = texelFetch(ts, tc, 0), vg1 = texelFetch(tg1, tc, 0);
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vec3 n = vec3(-vg1.xy, vg1.z);
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vec3 bn = cross(n, vec3(0, 0, 1));
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vec3 bn2 = cross(n, bn);
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vec4 pos;
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pos.w = 1;
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pos.xyz = view_dir * vs.w;
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vec4 spos = pos, tpos, tv0;
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vec2 tsp;
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float l = 20 * 0.5;
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pos.xyz += bn2 * l;
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for (int i = 0; i < 16; ++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(ts, tsp);
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l *= 0.5;
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pos.xyz += bn2 * (step(pos.z, tv0.w) * 2. - 1.) * l;
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}
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qgl_FragData[0].rgb = vec3(1.-(vs.w - v0.w));
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qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15);
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//qgl_FragData[0].rgb = vec3(abs(v0.w/1));
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}
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10
qglview/shaders/ssao_merge.vert
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10
qglview/shaders/ssao_merge.vert
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#version 150
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in vec3 view_corner;
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out vec3 view_dir;
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void main(void) {
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view_dir = view_corner / view_corner.z;
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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}
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