Pixel-Composer/shaders/sh_sao/sh_sao.fsh
2024-08-23 11:14:52 +07:00

49 lines
1.0 KiB
GLSL

#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.);
}