git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7007 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
parent
656783476e
commit
6e76c602e4
@ -0,0 +1,160 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform DEPTHTEXTURE m_DepthTexture; |
||||
uniform sampler2D m_SSAOMap; |
||||
uniform vec2 g_Resolution; |
||||
uniform bool m_UseOnlyAo; |
||||
uniform bool m_UseAo; |
||||
uniform float m_XScale; |
||||
uniform float m_YScale; |
||||
uniform vec2 m_FrustumNearFar; |
||||
|
||||
varying vec2 texCoord; |
||||
|
||||
vec4 getResult(vec4 color){ |
||||
|
||||
#ifdef USE_ONLY_AO |
||||
return color; |
||||
#endif |
||||
#ifdef USE_AO |
||||
return getColor(m_Texture,texCoord)* color; |
||||
#endif |
||||
|
||||
return getColor(m_Texture,texCoord); |
||||
|
||||
} |
||||
|
||||
float readDepth(in vec2 uv){ |
||||
float depthv =fetchTextureSample(m_DepthTexture,uv,0).r; |
||||
return (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - depthv* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
} |
||||
|
||||
const float epsilon = 0.005; |
||||
|
||||
|
||||
/* |
||||
const int kernelSize=7; |
||||
|
||||
vec4 bilateralFilter() { |
||||
vec4 color = vec4(0.0); |
||||
|
||||
vec2 sample; |
||||
float sum = 0.0; |
||||
float coefZ; |
||||
float Zp = readDepth(texCoord); |
||||
|
||||
for(int i = -(kernelSize-1); i <= (kernelSize-1); i+=2) { |
||||
for(int j = -(kernelSize-1); j <= (kernelSize-1); j+=2) { |
||||
sample = texCoord + vec2(i,j) / g_Resolution; |
||||
float zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
sum += coefZ; |
||||
|
||||
color += coefZ * texture2D(m_SSAOMap,sample); |
||||
|
||||
} |
||||
} |
||||
|
||||
return color / sum; |
||||
} |
||||
*/ |
||||
|
||||
vec4 convolutionFilter(){ |
||||
vec4 sum = vec4(0.0); |
||||
|
||||
float x = texCoord.x; |
||||
float y = texCoord.y; |
||||
|
||||
float xScale = m_XScale; |
||||
float yScale = m_YScale; |
||||
|
||||
float zsum = 1.0; |
||||
float Zp =readDepth(texCoord); |
||||
|
||||
|
||||
vec2 sample = vec2(x - 2.0 * xScale, y - 2.0 * yScale); |
||||
float zTmp =readDepth(sample); |
||||
float coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 0.0 * xScale, y - 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y - 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 1.0 * xScale, y - 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 1.0 * xScale, y - 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 2.0 * xScale, y - 0.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y - 0.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 1.0 * xScale, y + 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 1.0 * xScale, y + 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 2.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 0.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
|
||||
return sum / zsum; |
||||
} |
||||
|
||||
|
||||
void main(){ |
||||
// float depth =texture2D(m_DepthTexture,uv).r; |
||||
|
||||
gl_FragColor=getResult(convolutionFilter()); |
||||
// gl_FragColor=getResult(bilateralFilter()); |
||||
// gl_FragColor=getColor(m_SSAOMap,texCoord); |
||||
|
||||
} |
Loading…
Reference in new issue