X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=shaderlib%2Fambientocclusion_combine.glsl;h=c1e7f27270a1388703ac8cc744901278180f2ac3;hp=572ba2f14bcf73858c3b500d992ffebafa14d3db;hb=6a832fe1771f8c7bca0faa0d383fbbab062a1c56;hpb=e55f79ccb21e8c1be3d86f127e3ec1583e58ce92 diff --git a/shaderlib/ambientocclusion_combine.glsl b/shaderlib/ambientocclusion_combine.glsl index 572ba2f1..c1e7f272 100644 --- a/shaderlib/ambientocclusion_combine.glsl +++ b/shaderlib/ambientocclusion_combine.glsl @@ -1,23 +1,29 @@ import postprocess; import ambientocclusion; -////// fragment +#pragma MSP stage(fragment) void main() { - float sample = depth_ratio.x/(texture(depth, texcoord).r-depth_ratio.y); - float sum = 1.0; - float count = 1.0; - for(int i=0; i<=3; ++i) - for(int j=0; j<=3; ++j) + vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r)); + vec2 tex_scale = 1.0/vec2(textureSize(occlusion, 0)); + float sum = 0.0; + float count = 0.0; + for(int i=0; i<4; ++i) + for(int j=0; j<4; ++j) { - vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size; - float dxy = length(offs)*-sample; - float dz = depth_ratio.x/(texture(depth, texcoord+offs).r-depth_ratio.y)-sample; - if(abs(dz)<3.0*dxy) + vec2 offset = vec2(float(i), float(j))-1.5; + vec2 sample_coord = texcoord+offset*tex_scale; + float occ = texture(occlusion, sample_coord).r; + float sample = texture(depth, sample_coord).r; + float z_range = occlusion_radius*length(offset)*edge_depth_threshold; + float min_depth = project(vec3(center.xy, center.z+z_range)).z; + float max_depth = project(vec3(center.xy, center.z-z_range)).z; + if(sample>=min_depth && sample<=max_depth) { - sum += texture(occlusion, texcoord+offs).r; + sum += occ; count += 1.0; } } - frag_color = texture(source, texcoord)*sum/count; + vec4 src_color = texture(source, texcoord); + frag_color = vec4(src_color.rgb*mix(1.0, min(sum*2.0/count, 1.0), darkness), src_color.a); }