2016-12-03 01:23:16 +00:00
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[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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layout(location=4) in vec2 uv_in;
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out vec2 uv_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vertex_attrib;
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}
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[fragment]
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//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
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#define QUALIFIER const
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#ifdef USE_25_SAMPLES
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const int kernel_size=25;
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2017-08-22 00:36:30 +00:00
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QUALIFIER vec2 kernel[25] = vec2[] (
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vec2(0.099654,0.0),
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vec2(0.001133,-3.0),
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vec2(0.002316,-2.52083),
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vec2(0.00445,-2.08333),
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vec2(0.008033,-1.6875),
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vec2(0.013627,-1.33333),
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vec2(0.021724,-1.02083),
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vec2(0.032542,-0.75),
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vec2(0.04581,-0.520833),
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vec2(0.0606,-0.333333),
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vec2(0.075333,-0.1875),
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vec2(0.088001,-0.0833333),
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vec2(0.096603,-0.0208333),
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vec2(0.096603,0.0208333),
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vec2(0.088001,0.0833333),
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vec2(0.075333,0.1875),
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vec2(0.0606,0.333333),
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vec2(0.04581,0.520833),
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vec2(0.032542,0.75),
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vec2(0.021724,1.02083),
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vec2(0.013627,1.33333),
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vec2(0.008033,1.6875),
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vec2(0.00445,2.08333),
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vec2(0.002316,2.52),
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vec2(0.001133,3.0)
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2016-12-03 01:23:16 +00:00
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);
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#endif //USE_25_SAMPLES
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#ifdef USE_17_SAMPLES
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const int kernel_size=17;
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2017-08-22 00:36:30 +00:00
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QUALIFIER vec2 kernel[17] = vec2[](
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vec2(0.197417,0.0),
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vec2(0.000078,-2.0),
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vec2(0.000489,-1.53125),
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vec2(0.002403,-1.125),
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vec2(0.009245,-0.78125),
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vec2(0.027835,-0.5),
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vec2(0.065592,-0.28125),
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vec2(0.12098,-0.125),
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vec2(0.17467,-0.03125),
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vec2(0.17467,0.03125),
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vec2(0.12098,0.125),
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vec2(0.065592,0.28125),
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vec2(0.027835,0.5),
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vec2(0.009245,0.78125),
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vec2(0.002403,1.125),
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vec2(0.000489,1.53125),
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vec2(0.000078,2.0)
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2016-12-03 01:23:16 +00:00
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);
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#endif //USE_17_SAMPLES
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#ifdef USE_11_SAMPLES
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const int kernel_size=11;
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2017-08-22 00:36:30 +00:00
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QUALIFIER vec2 kernel[kernel_size] = vec2[](
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vec2(0.198596,0.0),
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vec2(0.0093,-2.0),
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vec2(0.028002,-1.28),
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vec2(0.065984,-0.72),
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vec2(0.121703,-0.32),
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vec2(0.175713,-0.08),
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vec2(0.175713,0.08),
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vec2(0.121703,0.32),
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vec2(0.065984,0.72),
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vec2(0.028002,1.28),
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vec2(0.0093,2.0)
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2016-12-03 01:23:16 +00:00
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);
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#endif //USE_11_SAMPLES
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uniform float max_radius;
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uniform float camera_z_far;
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uniform float camera_z_near;
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2017-08-22 00:36:30 +00:00
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uniform float unit_size;
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2016-12-03 01:23:16 +00:00
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uniform vec2 dir;
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in vec2 uv_interp;
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uniform sampler2D source_diffuse; //texunit:0
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2017-06-04 00:13:03 +00:00
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uniform sampler2D source_sss; //texunit:1
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2016-12-03 01:23:16 +00:00
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uniform sampler2D source_depth; //texunit:2
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layout(location = 0) out vec4 frag_color;
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void main() {
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2017-06-04 00:13:03 +00:00
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float strength = texture(source_sss,uv_interp).r;
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2016-12-03 01:23:16 +00:00
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strength*=strength; //stored as sqrt
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// Fetch color of current pixel:
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vec4 base_color = texture(source_diffuse, uv_interp);
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2017-08-22 00:36:30 +00:00
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2016-12-03 01:23:16 +00:00
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if (strength>0.0) {
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// Fetch linear depth of current pixel:
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float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0;
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depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
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2017-08-22 00:36:30 +00:00
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float scale = unit_size / depth; //remember depth is negative by default in OpenGL
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2016-12-03 01:23:16 +00:00
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// Calculate the final step to fetch the surrounding pixels:
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vec2 step = max_radius * scale * dir;
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step *= strength; // Modulate it using the alpha channel.
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step *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
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// Accumulate the center sample:
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vec3 color_accum = base_color.rgb;
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2017-08-22 00:36:30 +00:00
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color_accum *= kernel[0].x;
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#ifdef ENABLE_STRENGTH_WEIGHTING
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float color_weight = kernel[0].x;
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#endif
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2016-12-03 01:23:16 +00:00
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// Accumulate the other samples:
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for (int i = 1; i < kernel_size; i++) {
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// Fetch color and depth for current sample:
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2017-08-22 00:36:30 +00:00
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vec2 offset = uv_interp + kernel[i].y * step;
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2016-12-03 01:23:16 +00:00
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vec3 color = texture(source_diffuse, offset).rgb;
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#ifdef ENABLE_FOLLOW_SURFACE
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// If the difference in depth is huge, we lerp color back to "colorM":
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float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0;
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depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
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float s = clamp(300.0f * distance *
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max_radius * abs(depth - depth_cmp),0.0,1.0);
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color = mix(color, base_color.rgb, s);
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#endif
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// Accumulate:
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2017-08-22 00:36:30 +00:00
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color*=kernel[i].x;
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#ifdef ENABLE_STRENGTH_WEIGHTING
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float color_s = texture(source_sss, offset).r;
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color_weight+=color_s * kernel[i].x;
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color*=color_s;
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#endif
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color_accum += color;
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2016-12-03 01:23:16 +00:00
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}
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2017-08-22 00:36:30 +00:00
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#ifdef ENABLE_STRENGTH_WEIGHTING
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color_accum/=color_weight;
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#endif
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2016-12-03 01:23:16 +00:00
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frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO)
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} else {
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frag_color = base_color;
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}
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}
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