X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/9d10826ccb5d1f8a3821d4d2f4242c401146d12d..a0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006:/shaders/fbo_frag.glsl?ds=sidebyside diff --git a/shaders/fbo_frag.glsl b/shaders/fbo_frag.glsl index cf1fafa..1102992 100644 --- a/shaders/fbo_frag.glsl +++ b/shaders/fbo_frag.glsl @@ -3,11 +3,62 @@ out vec4 FragColor; in vec2 TexCoords; -uniform sampler2D screenTexture; +uniform sampler2D shadowmapTexture; +uniform sampler2D irradianceTexture; +uniform int screenWidth; +uniform int screenHeight; +uniform int renderState; +uniform vec2 samplePositions[13]; +uniform vec3 sampleWeights[13]; + +vec4 blur(sampler2D tex, vec2 uv, vec2 res) { + float Pi = 6.28318530718; // Pi*2 + + // GAUSSIAN BLUR SETTINGS {{{ + float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower) + float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower) + float Size = 8.0; // BLUR SIZE (Radius) + // GAUSSIAN BLUR SETTINGS }}} + + vec2 Radius = Size/res; + + // Pixel colour + vec4 Color = texture(tex, uv); + + // Blur calculations + for( float d=0.0; d