38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
|
|
|
|
uniform sampler2D tex;
|
|
uniform sampler2D depth;
|
|
uniform vec2 pixel;
|
|
uniform float sigma = 5.;
|
|
|
|
out vec4 FragColor;
|
|
|
|
void main()
|
|
{
|
|
vec2 uv = gl_FragCoord.xy * pixel;
|
|
float X = uv.x;
|
|
float Y = uv.y;
|
|
|
|
float g0, g1, g2;
|
|
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
|
|
g1 = exp(-0.5 / (sigma * sigma));
|
|
g2 = g1 * g1;
|
|
vec4 sum = texture(tex, vec2(X, Y)) * g0;
|
|
float pixel_depth = texture(depth, vec2(X, Y)).x;
|
|
g0 *= g1;
|
|
g1 *= g2;
|
|
float tmp_weight, total_weight = g0;
|
|
for (int i = 1; i < 9; i++) {
|
|
tmp_weight = max(0.0, 1.0 - .001 * abs(texture(depth, vec2(X - i * pixel.x, Y)).x - pixel_depth));
|
|
sum += texture(tex, vec2(X - i * pixel.x, Y)) * g0 * tmp_weight;
|
|
total_weight += g0 * tmp_weight;
|
|
tmp_weight = max(0.0, 1.0 - .001 * abs(texture(depth, vec2(X + i * pixel.x, Y)).x - pixel_depth));
|
|
sum += texture(tex, vec2(X + i * pixel.x, Y)) * g0 * tmp_weight;
|
|
total_weight += g0 * tmp_weight;
|
|
g0 *= g1;
|
|
g1 *= g2;
|
|
}
|
|
|
|
FragColor = sum / total_weight;
|
|
}
|