Files
qad/qglview/shaders/ssao_merge.frag

54 lines
1.4 KiB
GLSL

#version 150
uniform sampler2D t0, ts, tg1;
uniform sampler1D n0;
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.xyz);
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 sclz = dot(vec3(0,0,1), n);
/*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;
}*/
/*vec3 rn;
float ss = 0.;
for (int i = 0; i < 32; ++i) {
rn = texelFetch(n0, i, 0).rgb * 2 - 1;
rn *= step(0., dot(n, rn)) * 2 - 1.;
//rn /= 10;
rn /= vs.w;
spos = pos + vec4(rn, 0);
tpos = mat_proj * spos;
tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
tv0 = texture(ts, tsp);
//spos.z = tv0.w;
ss += step(-0.1, tv0.w-vs.w);
//ss += step(vs.w, tv0.w);
}
ss /= 32;*/
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(blurz/10);
//qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15);
//qgl_FragData[0].rgb = vec3(abs(v0.w/1));
}