Add blurring of lightmap (and refactoring)

This commit is contained in:
jgk
2021-05-01 02:28:04 +02:00
parent 9c0e4425da
commit 7711738b3b
33 changed files with 485 additions and 249 deletions
+38
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@@ -0,0 +1,38 @@
#version 430 core
in vec2 vTexPos;
out vec4 fColor;
uniform vec2 winSize;
uniform sampler2D screenTexture;
const float hOff = 1.0 / winSize.x;
const float vOff = 1.0 / winSize.y;
//const float verOff = 1.0 / 600.0;
//const float kernel[9] = float[](
// 0.025,0.05,0.1, 0.2, 0.25, 0.2,0.1, 0.05, 0.025
// 0.1,0.1,0.1,0.1,0.2,0.1,0.1,0.1,0.1
// );
const float kernel[5] = float[](
0.175,
0.175,0.3,0.175,
0.175
);
const float off[5] = float[](
vOff,
-hOff,0.0,hOff,
-vOff
);
void main()
{
vec4 sampleTex[5];
for(int i=0; i<5; i++)
{
sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
}
vec4 col = vec4(0,0,0,0);
for (int i = 0; i < 5; i++)
col += sampleTex[i] * kernel[i];
fColor = col;
}
+34
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@@ -0,0 +1,34 @@
#version 430 core
in vec2 vTexPos;
out vec4 fColor;
uniform vec2 winSize;
uniform sampler2D screenTexture;
const float hOff = 2.0 / 600;
const float vOff = 2.0 / 600;
const float frac = 1.0 / 9;
const vec2 off[9] = vec2[](
vec2( vOff,hOff )
, vec2( vOff,0.0 )
, vec2( vOff,-hOff )
, vec2( 0.0,hOff )
, vec2( 0.0,0.0 )
, vec2( 0.0,-hOff )
, vec2( -vOff,hOff )
, vec2( -vOff,0.0 )
, vec2( -vOff,-hOff )
);
void main()
{
vec4 sampleTex[9];
for(int i=0; i<9; i++)
{
sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
}
vec4 col = vec4(0,0,0,0);
for (int i = 0; i < 9; i++)
col += sampleTex[i] * frac;
fColor = col;
}
+10
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@@ -0,0 +1,10 @@
#version 430 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
void main()
{
gl_Position = vec4(pos,0,1);
vTexPos = texPos;
}
-6
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@@ -6,11 +6,5 @@ uniform sampler2D screenTexture;
void main()
{
// vec4 col = vec4(0,0,0,0);
// for (int i = 0; i < 9; i++)
// {
// col +=
// }
fColor = texture(screenTexture, vTexPos);
// fColor = vec4(1,1,1,0);
}
+30
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@@ -0,0 +1,30 @@
#version 430 core
in vec2 vTexPos;
out vec4 fColor;
uniform vec2 winSize;
uniform sampler2D screenTexture;
const float horOff = 1.0 / winSize.x;
//const float verOff = 1.0 / 600.0;
//const float kernel[9] = float[](
// 0.025,0.05,0.1, 0.2, 0.25, 0.2,0.1, 0.05, 0.025
// 0.1,0.1,0.1,0.1,0.2,0.1,0.1,0.1,0.1
// );
const float kernel[3] = float[](
0.25,0.5, 0.25
);
void main()
{
vec4 sampleTex[3];
for(int i=0; i<3; i++)
{
sampleTex[i] = vec4(texture(screenTexture, vTexPos + vec2((i-1)*horOff,0)));
}
vec4 col = vec4(0,0,0,0);
for (int i = 0; i < 3; i++)
col += sampleTex[i] * kernel[i];
fColor = col;
}