Added Deferred Shading
Former-commit-id: 926022d6306144e2f87cd293291928bda44c7a87
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#version 140
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out vec4 RenderTarget0;
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uniform float FXAAReduceMul = 0.0; // 1.0/8.0
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uniform float FXAASpanMax = 8.0;
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uniform sampler2D ColorTexture;
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uniform vec2 InvTargetSize;
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void main()
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{
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#define FXAA_REDUCE_MIN (1.0/128.0)
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vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
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vec3 rgbNW = textureLod(ColorTexture, texCoord, 0.0).rgb;
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vec3 rgbNE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,0)).rgb;
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vec3 rgbSW = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(0,1)).rgb;
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vec3 rgbSE = textureLodOffset(ColorTexture, texCoord, 0.0, ivec2(1,1)).rgb;
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vec3 rgbM = textureLod(ColorTexture, texCoord, 0.0).rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAAReduceMul), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAASpanMax, FXAASpanMax), max(vec2(-FXAASpanMax, -FXAASpanMax), dir * rcpDirMin)) * InvTargetSize;
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vec3 rgbA = (1.0/2.0) * (textureLod(ColorTexture, texCoord + dir * (1.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (2.0/3.0 - 0.5), 0.0).rgb);
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vec3 rgbB = rgbA * 1.0/2.0 + 1.0/4.0 * (textureLod(ColorTexture, texCoord + dir * (0.0/3.0 - 0.5), 0.0).rgb + textureLod(ColorTexture, texCoord + dir * (3.0/3.0 - 0.5), 0.0).rgb);
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float lumaB = dot(rgbB, luma);
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vec3 fragmentColor = (lumaB < lumaMin || lumaB > lumaMax) ? rgbA : rgbB;
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RenderTarget0 = vec4(fragmentColor, 1.0);
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}
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