54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
#version 150
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uniform sampler2D t0, ts, tg1;
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uniform sampler1D n0;
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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.xyz);
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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 sclz = dot(vec3(0,0,1), n);
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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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/*vec3 rn;
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float ss = 0.;
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for (int i = 0; i < 32; ++i) {
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rn = texelFetch(n0, i, 0).rgb * 2 - 1;
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rn *= step(0., dot(n, rn)) * 2 - 1.;
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//rn /= 10;
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rn /= vs.w;
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spos = pos + vec4(rn, 0);
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tpos = mat_proj * spos;
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tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
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tv0 = texture(ts, tsp);
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//spos.z = tv0.w;
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ss += step(-0.1, tv0.w-vs.w);
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//ss += step(vs.w, tv0.w);
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}
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ss /= 32;*/
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float minz = v0.r, maxz = v0.g, blurz = v0.b, curz = v0.w, avgz = (minz+maxz)/2;
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float dz = maxz - minz;
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//qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10);
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qgl_FragData[0].rgb = vec3(blurz/10);
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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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