\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
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 = texture(shadowmapTexture, TexCoords);\r
}\r
- else {\r
- FragColor = texture(screenTexture, TexCoords);\r
+ // stencil buffer\r
+ else if (renderState == 1 || texture(irradianceTexture, TexCoords).rgb == vec3(0, 0, 0)) {\r
+ FragColor = texture(irradianceTexture, TexCoords);\r
+ }\r
+ else if (renderState == 2) {\r
+ FragColor = texture(shadowmapTexture, TexCoords) * 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
+ float oneX = 1.0/screenWidth;\r
+ float oneY = 1.0/screenHeight;\r
+ vec4 sample = texture(irradianceTexture, TexCoords + samplePositions[i] * vec2(oneX, oneY));\r
+ vec4 weight = vec4(sampleWeights[i], 1);\r
+ result += sample * weight;\r
+ }\r
+ FragColor = result;\r
}\r
}\r