Remove useless code

This commit is contained in:
samuncle 2019-05-31 09:17:16 +02:00
parent 104de39a04
commit b787c09705

View File

@ -29,23 +29,6 @@ float makeLinear(float f, float n, float z)
return (2 * n) / (f + n - z * (f - n)); return (2 * n) / (f + n - z * (f - n));
} }
vec3 fastBlur(vec2 uv, float spread)
{
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
vec2 pixel = vec2(spread);
float biais = 1.0;
sum += textureLod(albedo, vec2(X - 3.0 * pixel.x, Y), biais) * 0.03125;
sum += textureLod(albedo, vec2(X - 1.3333 * pixel.x, Y), biais) * 0.328125;
sum += textureLod(albedo, vec2(X, Y), biais) * 0.273438;
sum += textureLod(albedo, vec2(X + 1.3333 * pixel.x, Y), biais) * 0.328125;
sum += textureLod(albedo, vec2(X + 3.0 * pixel.x, Y), biais) * 0.03125;
return sum.rgb;
}
vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap) vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
{ {
// Combine UV & depth into XY & Z (NDC) // Combine UV & depth into XY & Z (NDC)
@ -62,12 +45,6 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
return ViewPosition.xyz / ViewPosition.w; return ViewPosition.xyz / ViewPosition.w;
} }
float rand(vec2 co)
{
return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453);
}
vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread) vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
{ {
dir *= 0.25f; dir *= 0.25f;
@ -86,10 +63,8 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
{ {
if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0)) if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
{ {
// Mix with fallback (black area should be dark anyway) // FIXME We need to generate mipmap to take into account the gloss map
vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb; vec3 finalColor = textureLod(albedo, projectedCoord.xy, spread).rgb;
// FIXME, this is heavy, needs to be an option in the settings
//vec3 finalColor = fastBlur(projectedCoord.xy, spread);
if ((finalColor.r + finalColor.g + finalColor.b) > 0.) if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
{ {
vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5; vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
@ -112,11 +87,6 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
return fallback; return fallback;
} }
float rand2(vec2 co)
{
return fract(sin(dot(co.xy,vec2(45.454545,5631.4))) * 43758.5453);
}
// Main =================================================================== // Main ===================================================================
void main(void) void main(void)
@ -153,21 +123,15 @@ void main(void)
View_Pos /= View_Pos.w; View_Pos /= View_Pos.w;
// Reflection vector // Reflection vector
vec3 eyedir2 = eyedir;
eyedir2.y *= clamp(rand(uv), 0.01, 2.7);
vec3 normal2 = normal;
normal2.y = 0.5; //clamp(rand2(uv), 0.01, 2.7);
vec3 reflected = normalize(reflect(eyedir, normal)); vec3 reflected = normalize(reflect(eyedir, normal));
vec3 reflected2 = normalize(reflect(eyedir2, normal2));
// Ray cast // Ray cast
vec3 hitPos = View_Pos.xyz; vec3 hitPos = View_Pos.xyz;
float dDepth; float dDepth;
float minRayStep = 100.0f; float minRayStep = 100.0f;
vec3 outColor = RayCast(mix(reflected, reflected2, 1.0 - specval) * max(minRayStep, -View_Pos.z), vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z),
hitPos, dDepth, dtex, fallback, mix(0.001, 0.01, 1.0 - specval)); hitPos, dDepth, dtex, fallback, 0.0);
Spec = vec4(outColor.rgb, 1.0); Spec = vec4(outColor.rgb, 1.0);
#endif #endif