82 lines
2.7 KiB
GLSL
82 lines
2.7 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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// This shader provides a bilateral blur at half-resolution
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#pragma optionNV (unroll all)
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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#pragma include "includes/gaussian_weights.inc.glsl"
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uniform ivec2 blur_direction;
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uniform sampler2D SourceTex;
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uniform GBufferData GBuffer;
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out vec4 result;
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float get_lin_z(vec2 ccoord) {
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return get_linear_z_from_z(get_gbuffer_depth(GBuffer, ccoord));
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}
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void main() {
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vec2 texcoord = get_half_native_texcoord();
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vec2 pixel_size = 2.0 / SCREEN_SIZE;
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// Store accumulated color
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vec4 accum = vec4(0);
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float accum_w = 0.0;
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// Amount of samples, don't forget to change the weights array in case you change this.
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const int blur_size = 4;
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// Get the mid pixel normal and depth
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vec3 pixel_nrm = get_gbuffer_normal(GBuffer, texcoord);
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float pixel_depth = get_lin_z(texcoord);
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// Blur to the right
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for (int i = -blur_size + 1; i < blur_size; ++i) {
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vec2 offcoord = texcoord + pixel_size * i * blur_direction;
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vec4 sampled = textureLod(SourceTex, offcoord, 0);
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vec3 nrm = get_gbuffer_normal(GBuffer, offcoord);
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float depth = get_lin_z(offcoord);
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float weight = gaussian_weights_4[abs(i)];
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weight *= 1.0 - saturate(GET_SETTING(ao, blur_normal_factor) *
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distance(nrm, pixel_nrm) / 0.01);
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weight *= 1.0 - saturate(GET_SETTING(ao, blur_depth_factor) *
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abs(depth - pixel_depth) / 0.001);
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accum += sampled * weight;
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accum_w += weight;
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}
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accum /= max(0.04, accum_w);
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result = accum;
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}
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