1234567891011121314151617181920212223242526272829303132333435363738 |
- // 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;
- }
|