Re-submission of the Volumetric Fog PR, with cleanup.

This commit is contained in:
Areloch 2015-12-01 00:10:13 -06:00
parent 272e3138a0
commit a90eb9762b
62 changed files with 2541 additions and 6 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog final pixel shader V2.00
#include "shadergen:/autogenConditioners.h"
#include "../torque.hlsl"
uniform sampler2D prepassTex : register(S0);
uniform sampler2D depthBuffer : register(S1);
uniform sampler2D frontBuffer : register(S2);
uniform sampler2D density : register(S3);
uniform float accumTime;
uniform float4 fogColor;
uniform float fogDensity;
uniform float preBias;
uniform float textured;
uniform float modstrength;
uniform float4 modspeed;//xy speed layer 1, zw speed layer 2
uniform float2 viewpoint;
uniform float2 texscale;
uniform float3 ambientColor;
uniform float numtiles;
uniform float fadesize;
uniform float2 PixelSize;
struct ConnectData
{
float4 hpos : POSITION;
float4 htpos : TEXCOORD0;
float2 uv0 : TEXCOORD1;
};
float4 main( ConnectData IN ) : COLOR0
{
float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0;
uvscreen.y = 1.0 - uvscreen.y;
float obj_test = prepassUncondition( prepassTex, uvscreen).w * preBias;
float depth = tex2D(depthBuffer,uvscreen).r;
float front = tex2D(frontBuffer,uvscreen).r;
if (depth <= front)
return float4(0,0,0,0);
else if ( obj_test < depth )
depth = obj_test;
if ( front >= 0.0)
depth -= front;
float diff = 1.0;
float3 col = fogColor.rgb;
if (textured != 0.0)
{
float2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles);
float2 mod1 = tex2D(density,(offset + (modspeed.xy*accumTime))).rg;
float2 mod2= tex2D(density,(offset + (modspeed.zw*accumTime))).rg;
diff = (mod2.r + mod1.r) * modstrength;
col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0;
}
col *= ambientColor;
float4 resultColor = float4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize)));
return hdrEncode(resultColor);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog prepass pixel shader V1.00
struct ConnectData
{
float4 hpos : POSITION;
float4 pos : TEXCOORD0;
};
float4 main( ConnectData IN ) : COLOR0
{
float OUT;
clip( IN.pos.w );
OUT = IN.pos.w;
return float4(OUT,0,0,1);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog prepass vertex shader V1.00
#include "shaders/common/hlslstructs.h"
struct ConnectData
{
float4 hpos : POSITION;
float4 pos : TEXCOORD0;
};
uniform float4x4 modelView;
ConnectData main( VertexIn_P IN)
{
ConnectData OUT;
float4 inPos = IN.pos;
inPos.w = 1.0;
OUT.hpos = mul( modelView, inPos );
OUT.pos = OUT.hpos;
return OUT;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog Reflection pixel shader V1.00
uniform float4 fogColor;
uniform float fogDensity;
uniform float reflStrength;
struct ConnectData
{
float4 hpos : POSITION;
float4 pos : TEXCOORD0;
};
float4 main( ConnectData IN ) : COLOR0
{
return float4(fogColor.rgb,saturate(fogDensity*reflStrength));
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog final vertex shader V1.00
#include "shaders/common/hlslstructs.h"
struct ConnectData
{
float4 hpos : POSITION;
float4 htpos : TEXCOORD0;
float2 uv0 : TEXCOORD1;
};
uniform float4x4 modelView;
ConnectData main( VertexIn_PNT IN)
{
ConnectData OUT;
OUT.hpos = mul(modelView, IN.pos);
OUT.htpos = OUT.hpos;
OUT.uv0 = IN.uv0;
return OUT;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/torque.glsl"
uniform sampler2D prepassTex;
uniform sampler2D depthBuffer;
uniform sampler2D frontBuffer;
uniform sampler2D density;
uniform float accumTime;
uniform vec4 fogColor;
uniform float fogDensity;
uniform float preBias;
uniform float textured;
uniform float modstrength;
uniform vec4 modspeed;//xy speed layer 1, zw speed layer 2
uniform vec2 viewpoint;
uniform vec2 texscale;
uniform vec3 ambientColor;
uniform float numtiles;
uniform float fadesize;
uniform vec2 PixelSize;
in vec4 _hpos;
#define IN_hpos _hpos
out vec4 OUT_col;
void main()
{
vec2 uvscreen=((IN_hpos.xy/IN_hpos.w) + 1.0 ) / 2.0;
uvscreen.y = 1.0 - uvscreen.y;
float obj_test = prepassUncondition( prepassTex, uvscreen).w * preBias;
float depth = tex2D(depthBuffer,uvscreen).r;
float front = tex2D(frontBuffer,uvscreen).r;
if (depth <= front)
{
OUT_col = vec4(0,0,0,0);
return;
}
else if ( obj_test < depth )
depth = obj_test;
if ( front >= 0.0)
depth -= front;
float diff = 1.0;
vec3 col = fogColor.rgb;
if (textured != 0.0)
{
vec2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles);
vec2 mod1 = tex2D(density,(offset + (modspeed.xy*accumTime))).rg;
vec2 mod2= tex2D(density,(offset + (modspeed.zw*accumTime))).rg;
diff = (mod2.r + mod1.r) * modstrength;
col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0;
}
col *= ambientColor;
vec4 returnColor = vec4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize)));
OUT_col = hdrEncode(returnColor);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
in vec4 _hpos;
#define IN_hpos _hpos
out vec4 OUT_col;
void main()
{
float OUT;
clip( IN_hpos.w );
OUT = IN_hpos.w;
OUT_col = vec4(OUT,0,0,1);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
in vec4 vPosition;
#define IN_position vPosition
out vec4 _hpos;
#define OUT_hpos _hpos
uniform mat4 modelView;
void main()
{
vec4 inPos = IN_position;
inPos.w = 1.0;
OUT_hpos = tMul( modelView, inPos );
gl_Position = OUT_hpos;
correctSSP(gl_Position);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
uniform vec4 fogColor;
uniform float fogDensity;
uniform float reflStrength;
out vec4 OUT_col;
void main()
{
OUT_col = vec4(fogColor.rgb,saturate(fogDensity*reflStrength));
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
in vec4 vPosition;
#define IN_position vPosition
out vec4 _hpos;
#define OUT_hpos _hpos
uniform mat4 modelView;
void main()
{
OUT_hpos = tMul(modelView, IN_position);
gl_Position = OUT_hpos;
correctSSP(gl_Position);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands
// http://www.richardsgamestudio.com/
//
// If you find this code useful or you are feeling particularly generous I
// would ask that you please go to http://www.richardsgamestudio.com/ then
// choose Donations from the menu on the left side and make a donation to
// Richards Game Studio. It will be highly appreciated.
//
// The MIT License:
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog Glow postFx pixel shader V1.00
#include "./postFx.hlsl"
uniform sampler2D diffuseMap : register(S0);
uniform float strength;
struct VertToPix
{
float4 hpos : POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
float2 uv4 : TEXCOORD4;
float2 uv5 : TEXCOORD5;
float2 uv6 : TEXCOORD6;
float2 uv7 : TEXCOORD7;
};
float4 main( VertToPix IN ) : COLOR
{
float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * strength;
float4 OUT = 0;
OUT += tex2D( diffuseMap, IN.uv0 ) * kernel.x;
OUT += tex2D( diffuseMap, IN.uv1 ) * kernel.y;
OUT += tex2D( diffuseMap, IN.uv2 ) * kernel.z;
OUT += tex2D( diffuseMap, IN.uv3 ) * kernel.w;
OUT += tex2D( diffuseMap, IN.uv4 ) * kernel.x;
OUT += tex2D( diffuseMap, IN.uv5 ) * kernel.y;
OUT += tex2D( diffuseMap, IN.uv6 ) * kernel.z;
OUT += tex2D( diffuseMap, IN.uv7 ) * kernel.w;
// Calculate a lumenance value in the alpha so we
// can use alpha test to save fillrate.
float3 rgb2lum = float3( 0.30, 0.59, 0.11 );
OUT.a = dot( OUT.rgb, rgb2lum );
return OUT;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands
// http://www.richardsgamestudio.com/
//
// If you find this code useful or you are feeling particularly generous I
// would ask that you please go to http://www.richardsgamestudio.com/ then
// choose Donations from the menu on the left side and make a donation to
// Richards Game Studio. It will be highly appreciated.
//
// The MIT License:
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog Glow postFx pixel shader V1.00
uniform sampler2D diffuseMap;
uniform float strength;
out vec4 OUT_col;
in vec2 uv0;
in vec2 uv1;
in vec2 uv2;
in vec2 uv3;
in vec2 uv4;
in vec2 uv5;
in vec2 uv6;
in vec2 uv7;
void main()
{
vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * strength;
OUT_col = vec4(0);
OUT_col += texture( diffuseMap, uv0 ) * kernel.x;
OUT_col += texture( diffuseMap, uv1 ) * kernel.y;
OUT_col += texture( diffuseMap, uv2 ) * kernel.z;
OUT_col += texture( diffuseMap, uv3 ) * kernel.w;
OUT_col += texture( diffuseMap, uv4 ) * kernel.x;
OUT_col += texture( diffuseMap, uv5 ) * kernel.y;
OUT_col += texture( diffuseMap, uv6 ) * kernel.z;
OUT_col += texture( diffuseMap, uv7 ) * kernel.w;
// Calculate a lumenance value in the alpha so we
// can use alpha test to save fillrate.
vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
OUT_col.a = dot( OUT_col.rgb, rgb2lum );
}