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54 lines
1.6 KiB
GLSL
54 lines
1.6 KiB
GLSL
#extension GL_ARB_draw_buffers : require
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#extension GL_EXT_gpu_shader4 : require
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uniform sampler2D inputMap;
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uniform sampler2D depthColorMap;
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uniform sampler2D normalMap;
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uniform float sigma = 4.0;
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uniform vec2 direction = vec2( 0.0, 1.0);
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uniform float level = 0.0; //level to take the texture sample from
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uniform float depthThreshold = 0.9;
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void main()
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{
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vec2 size = vec2( textureSize2D( inputMap, 0));
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vec2 offset = exp2(level) / size;
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//compute the radius across the kernel
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int radius = int( floor(3.0*sigma) - 1.0);
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float accum = float(0.0);
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vec4 accum2 = vec4(0.0);
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//precompute factors used every iteration
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float sigmaSqx2 = sigma * sigma * 2.0;
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float sigmaxSqrt2PI = sqrt(2.0 * 3.1415926) * sigma;
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vec3 pixelNormal = texture2D( normalMap, gl_TexCoord[0].xy ).rgb;
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float pixelDepth = texture2D( depthColorMap, gl_TexCoord[0].xy).r;
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// separable Gaussian
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for ( int ii = -radius; ii <= radius; ii++)
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{
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float r = float(ii);
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float factor = pow( 2.71828, -(r*r) / sigmaSqx2 ) / sigmaxSqrt2PI;
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vec2 sampleUV = gl_TexCoord[0].xy + r * direction * offset;
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vec3 sampleNormal = texture2D( normalMap, sampleUV ).rgb;
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float sampleDepth = texture2D( depthColorMap, sampleUV ).r;
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float depthDiff = 1.0 / abs(sampleDepth - pixelDepth);
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float normalDiff = abs( acos( dot(sampleNormal, pixelNormal) ) );
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if (depthDiff > depthThreshold && normalDiff < 0.25)
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{
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accum += factor;
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accum2 += factor * texture2DLod( inputMap, sampleUV, level);
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}
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}
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gl_FragColor = mix( accum2, texture2D(inputMap, gl_TexCoord[0].xy), 1.0 - accum );
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}
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