X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/9d10826ccb5d1f8a3821d4d2f4242c401146d12d..refs/heads/main:/shaders/fbo_frag.glsl diff --git a/shaders/fbo_frag.glsl b/shaders/fbo_frag.glsl index cf1fafa..8ffc0ce 100644 --- a/shaders/fbo_frag.glsl +++ b/shaders/fbo_frag.glsl @@ -3,11 +3,26 @@ 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]; void main() -{ - FragColor = vec4( - texture(screenTexture, TexCoords).rgb, - 1.0); +{ + // sample calculated irradiance + // using Gaussian kernel to approximate light spread + vec4 result = vec4(0, 0, 0, 1); + for (int i = 0; i < 13; i++) { + vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight); + //vec4 sample = texture(irradianceTexture, sampleCoords) + // * texture(shadowmapTexture, sampleCoords); + vec4 sample = texture(irradianceTexture, sampleCoords); + vec4 weight = vec4(sampleWeights[i], 1); + result += sample * weight; + } + FragColor = result; }