]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Move postprocessor shaders to the builtin shaderlib
[libs/gl.git] / source / ambientocclusion.cpp
index 444b18b8354cd620fe900ece6ef1c873e6450995..bad204a98d848ba5a55dc3048a143314c1623c40 100644 (file)
@@ -5,80 +5,14 @@
 #include "shader.h"
 #include "tests.h"
 
-namespace {
-
-const char occlude_fs[] =
-       "uniform sampler2D depth;\n"
-       "uniform sampler2D rotate;\n"
-       "uniform vec2 screen_size;\n"
-       "uniform vec2 depth_ratio;\n"
-       "uniform float darkness;\n"
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       mat2 transform = mat2(texture2D(rotate, texcoord*screen_size/4.0)*2.0-1.0)\n"
-       "               *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;\n"
-       "       float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
-       "       float sum = 0.0;\n"
-       "       for(int i=0; i<=3; ++i)\n"
-       "               for(int j=0; j<=3; ++j)\n"
-       "               {\n"
-       "                       vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
-       "                       float dxy = length(offs)*-sample;\n"
-       "                       float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
-       "                       if(abs(dz)<3.0*dxy)\n"
-       "                               sum += atan(dz/dxy)/1.570796;\n"
-       "                       else if(dz<0.0)\n"
-       "                               sum -= 0.8;\n"
-       "               }\n"
-       "       gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
-       "}\n";
-
-const char combine_fs[] =
-       "uniform sampler2D color;\n"
-       "uniform sampler2D depth;\n"
-       "uniform sampler2D occlusion;\n"
-       "uniform vec2 screen_size;\n"
-       "uniform vec2 depth_ratio;\n"
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
-       "       float sum = 1.0;\n"
-       "       float count = 1.0;\n"
-       "       for(int i=0; i<=3; ++i)\n"
-       "               for(int j=0; j<=3; ++j)\n"
-       "               {\n"
-       "                       vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
-       "                       float dxy = length(offs)*-sample;\n"
-       "                       float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
-       "                       if(abs(dz)<3.0*dxy)\n"
-       "                       {\n"
-       "                               sum += texture2D(occlusion, texcoord+offs).r;\n"
-       "                               count += 1.0;\n"
-       "                       }\n"
-       "               }\n"
-       "       gl_FragColor = texture2D(color, texcoord)*sum/count;\n"
-       "}\n";
-
-}
-
 namespace Msp {
 namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
+       occlude_shader("ambientocclusion_occlude.glsl"),
+       combine_shader("ambientocclusion_combine.glsl"),
        quad(get_fullscreen_quad())
 {
-       occlude_shader.attach_shader(get_fullscreen_vertex_shader());
-       occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
-       occlude_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
-       occlude_shader.link();
-
-       combine_shader.attach_shader(get_fullscreen_vertex_shader());
-       combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
-       combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
-       combine_shader.link();
-
        occlusion.storage(RGB, w, h);
        occlusion.set_min_filter(NEAREST);
        occlusion.set_mag_filter(NEAREST);
@@ -110,7 +44,7 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
        occlude_shdata.uniform("rotate", 1);
        occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
 
-       combine_shdata.uniform("color", 1);
+       combine_shdata.uniform("source", 1);
        combine_shdata.uniform("depth", 0);
        combine_shdata.uniform("occlusion", 2);
        combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));