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 (renderState == 0) {\r
- FragColor = texture(shadowmapTexture, TexCoords);\r
+ FragColor = blur(shadowmapTexture, TexCoords, vec2(screenWidth, screenHeight));\r
}\r
- // stencil buffer\r
else if (renderState == 1) {\r
- FragColor = texture(irradianceTexture, TexCoords);\r
+ FragColor = texture(shadowmapTexture, TexCoords);\r
}\r
+ // stencil buffer\r
else if (renderState == 2) {\r
- FragColor = texture(shadowmapTexture, TexCoords) * texture(irradianceTexture, TexCoords);\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
+ // * texture(shadowmapTexture, sampleCoords);\r
+ vec4 sample = texture(irradianceTexture, sampleCoords);\r
vec4 weight = vec4(sampleWeights[i], 1);\r
result += sample * weight;\r
}\r