Pixel-Composer/build/Windows/0/cache/sh_sao.shader

70 lines
1.7 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#define TAU 6.283185307179586
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float intensity;
uniform float height;
uniform int pixel;
float h(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; }
void main() {
vec2 tx = 1. / dimension;
float dd = length(tx);
float ch = h(texture2D( gm_BaseTexture, v_vTexcoord ));
float aa = 0.;
float base = 1.;
float top = 0.;
for(float j = 0.; j <= 64.; j++) {
float ang = pixel == 1? top / base * TAU : j / 64. * TAU;
float ad = 0.;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
for(float i = 0.; i <= height; i++) {
vec2 txs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
float hh = h(texture2D( gm_BaseTexture, txs ));
float dh = (hh - ch) * height;
float di = (dh - i) / dh;
float ao = max(0., hh - ch) * di * intensity;
ad = max(ad, ao);
}
aa += ad / 64.;
}
gl_FragColor = vec4(vec3(max(.0, 1. - aa)), 1.);
}