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hbao_blur.frag.glsl
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hbao_blur.frag.glsl
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#version 430
const float KERNEL_RADIUS = 3;
layout(location=0) uniform float g_Sharpness;
layout(location=1) uniform vec2 g_InvResolutionDirection; // either set x to 1/width or y to 1/height
layout(binding=0) uniform sampler2D texSource;
in vec2 texCoord;
layout(location=0,index=0) out vec4 out_Color;
#ifndef AO_BLUR_PRESENT
#define AO_BLUR_PRESENT 1
#endif
//-------------------------------------------------------------------------
float BlurFunction(vec2 uv, float r, float center_c, float center_d, inout float w_total)
{
vec2 aoz = texture2D( texSource, uv ).xy;
float c = aoz.x;
float d = aoz.y;
const float BlurSigma = float(KERNEL_RADIUS) * 0.5;
const float BlurFalloff = 1.0 / (2.0*BlurSigma*BlurSigma);
float ddiff = (d - center_d) * g_Sharpness;
float w = exp2(-r*r*BlurFalloff - ddiff*ddiff);
w_total += w;
return c*w;
}
void main()
{
vec2 aoz = texture2D( texSource, texCoord ).xy;
float center_c = aoz.x;
float center_d = aoz.y;
float c_total = center_c;
float w_total = 1.0;
for (float r = 1; r <= KERNEL_RADIUS; ++r)
{
vec2 uv = texCoord + g_InvResolutionDirection * r;
c_total += BlurFunction(uv, r, center_c, center_d, w_total);
}
for (float r = 1; r <= KERNEL_RADIUS; ++r)
{
vec2 uv = texCoord - g_InvResolutionDirection * r;
c_total += BlurFunction(uv, r, center_c, center_d, w_total);
}
#if AO_BLUR_PRESENT
out_Color = vec4(c_total/w_total);
#else
out_Color = vec4(c_total/w_total, center_d, 0, 0);
#endif
}
/*-----------------------------------------------------------------------
Copyright (c) 2014, NVIDIA. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Neither the name of its contributors may be used to endorse
or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/