X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=0cd3693b8f6ceca22255762294388b437662acc9;hp=a3d8894cfe0d7a3735d37c0c44088ddf0a087670;hb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;hpb=c216893af147042e40c389e2530e71277c343044 diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index a3d8894c..0cd3693b 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include "ambientocclusion.h" #include "blend.h" @@ -31,19 +24,21 @@ const char occlude_fs[] = "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)*0.02;\n" - " float depth_avg = 0.0;\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" - " depth_avg += depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\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*dxy)\n" + " sum += atan(dz/dxy)/1.570796;\n" + " else if(dz<0)\n" + " sum -= 0.8;\n" " }\n" - " depth_avg /= 16;\n" - " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n" - " float diff = sample-depth_avg;\n" - " float shade = min(diff*darkness, 0.0)+1.0;\n" - " gl_FragColor = vec4(shade, 0.0, 0.0, 1.0);\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[] = @@ -52,7 +47,6 @@ const char combine_fs[] = "uniform sampler2D occlusion;\n" "uniform vec2 screen_size;\n" "uniform vec2 depth_ratio;\n" - "uniform float edge_threshold;\n" "varying vec2 texcoord;\n" "void main()\n" "{\n" @@ -63,8 +57,9 @@ const char combine_fs[] = " for(int j=0; j<=3; ++j)\n" " {\n" " vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n" - " float depth = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n" - " if(abs(depth-sample)