\r
in vec2 TexCoords;\r
\r
-uniform sampler2D screenTexture;\r
-uniform int applySSSSS;\r
-uniform int N;\r
+uniform sampler2D shadowmapTexture;\r
+uniform sampler2D irradianceTexture;\r
+uniform int screenWidth;\r
+uniform int screenHeight;\r
+uniform int renderState;\r
+uniform vec2 samplePositions[13];\r
+uniform vec3 sampleWeights[13];\r
+\r
+vec4 blur(sampler2D tex, vec2 uv, vec2 res) {\r
+ float Pi = 6.28318530718; // Pi*2\r
+ \r
+ // GAUSSIAN BLUR SETTINGS {{{\r
+ float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)\r
+ float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)\r
+ float Size = 8.0; // BLUR SIZE (Radius)\r
+ // GAUSSIAN BLUR SETTINGS }}}\r
+ \r
+ vec2 Radius = Size/res;\r
+ \r
+ // Pixel colour\r
+ vec4 Color = texture(tex, uv);\r
+ \r
+ // Blur calculations\r
+ for( float d=0.0; d<Pi; d+=Pi/Directions) {\r
+ for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {\r
+ Color += texture( tex, uv+vec2(cos(d),sin(d))*Radius*i); \r
+ }\r
+ }\r
+ \r
+ // Output to screen\r
+ Color /= Quality * Directions - 15.0;\r
+ return Color;\r
+}\r
\r
void main()\r
{\r
- if (applySSSSS == 1) {\r
- float x = 1.0/1600.0;\r
- float y = 1.0/900.0;\r
-\r
- float maxDist = N*N + N*N;\r
-\r
- vec4 color = vec4(0, 0, 0, 1);\r
- for (int i = -N; i <= N; i++) {\r
- for (int j = -N; j <= N; j++) {\r
- float dist = i*i + j*j;\r
- vec4 newC = texture(screenTexture, TexCoords + vec2(i*x, j*y)) / (2*N*N);\r
- float factor = 1 - (dist / maxDist);\r
- factor = pow(factor, 2);\r
- color += newC * factor;\r
- }\r
- }\r
- FragColor = color;\r
+ if (renderState == 0) {\r
+ FragColor = blur(shadowmapTexture, TexCoords, vec2(screenWidth, screenHeight));\r
}\r
- else {\r
- FragColor = texture(screenTexture, TexCoords);\r
+ else if (renderState == 1) {\r
+ FragColor = texture(shadowmapTexture, TexCoords);\r
+ }\r
+ // stencil buffer\r
+ else if (renderState == 2) {\r
+ FragColor = texture(irradianceTexture, TexCoords);\r
+ }\r
+ else if (renderState == 3) {\r
+ vec4 result = vec4(0, 0, 0, 1);\r
+ for (int i = 0; i < 13; i++) {\r
+ vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);\r
+ //vec4 sample = texture(irradianceTexture, sampleCoords)\r
+ // * texture(shadowmapTexture, sampleCoords);\r
+ vec4 sample = texture(irradianceTexture, sampleCoords);\r
+ vec4 weight = vec4(sampleWeights[i], 1);\r
+ result += sample * weight;\r
+ }\r
+ FragColor = result;\r
}\r
}\r