Clean GLSL fragment shader out.

This commit is contained in:
LuisAntonRebollo 2014-11-30 22:56:30 +01:00
parent 87f34e3c4f
commit ed0febea39
135 changed files with 451 additions and 239 deletions

View file

@ -25,7 +25,9 @@
// These are set by the game engine.
uniform sampler2D shrunkSampler; // Output of DofDownsample()
uniform sampler2D blurredSampler; // Blurred version of the shrunk sampler
uniform sampler2D blurredSampler; // Blurred version of the shrunk sampler
out vec4 OUT_col;
// This is the pixel shader function that calculates the actual
// value used for the near circle of confusion.
@ -46,8 +48,8 @@ void main()
coc = 2 * max( blurred.a, shrunk.a ) - shrunk.a;
//OUT_FragColor0 = vec4( coc.rrr, 1.0 );
//OUT_FragColor0 = vec4( color, 1.0 );
OUT_FragColor0 = vec4( color, coc );
//OUT_FragColor0 = vec4( 1.0, 0.0, 1.0, 1.0 );
//OUT_col = vec4( coc.rrr, 1.0 );
//OUT_col = vec4( color, 1.0 );
OUT_col = vec4( color, coc );
//OUT_col = vec4( 1.0, 0.0, 1.0, 1.0 );
}

View file

@ -47,6 +47,8 @@ in vec2 tcDepth2;
in vec2 tcDepth3;
#define IN_tcDepth3 tcDepth3
out vec4 OUT_col;
void main()
{
//return vec4( 1.0, 0.0, 1.0, 1.0 );
@ -131,8 +133,8 @@ void main()
maxCoc = max( max( coc[0], coc[1] ), max( coc[2], coc[3] ) );
//OUT_FragColor0 = half4( 1.0, 0.0, 1.0, 1.0 );
OUT_FragColor0 = half4( color, maxCoc );
//OUT_FragColor0 = half4( color, 1.0f );
//OUT_FragColor0 = half4( maxCoc.rrr, 1.0 );
//OUT_col = half4( 1.0, 0.0, 1.0, 1.0 );
OUT_col = half4( color, maxCoc );
//OUT_col = half4( color, 1.0f );
//OUT_col = half4( maxCoc.rrr, 1.0 );
}

View file

@ -41,6 +41,8 @@ uniform float maxFarCoC;
//static vec4 dofLerpBias = vec4( 1.0, (1.0 - d2) / d1, 1.0 / d2, (d2 - 1.0) / d2 );
//static vec3 dofEqFar = vec3( 2.0, 0.0, 1.0 );
out vec4 OUT_col;
vec4 tex2Doffset( sampler2D s, vec2 tc, vec2 offset )
{
return texture( s, tc + offset * oneOverTargetSize );
@ -141,5 +143,5 @@ void main()
//return half4(nearCoc.rrr,1);
//return half4( 1,0,1,0 );
OUT_FragColor0 = InterpolateDof( small, med.rgb, large, coc );
OUT_col = InterpolateDof( small, med.rgb, large, coc );
}

View file

@ -42,7 +42,7 @@ in vec2 uv6;
in vec2 uv7;
#define IN_uv7 uv7
#define OUT OUT_FragColor0
out vec4 OUT_col;
uniform sampler2D diffuseMap;
@ -50,19 +50,19 @@ void main()
{
vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5 / 1.3; //25f;
OUT = vec4(0);
OUT += texture( diffuseMap, IN_uv0 ) * kernel.x;
OUT += texture( diffuseMap, IN_uv1 ) * kernel.y;
OUT += texture( diffuseMap, IN_uv2 ) * kernel.z;
OUT += texture( diffuseMap, IN_uv3 ) * kernel.w;
OUT_col = vec4(0);
OUT_col += texture( diffuseMap, IN_uv0 ) * kernel.x;
OUT_col += texture( diffuseMap, IN_uv1 ) * kernel.y;
OUT_col += texture( diffuseMap, IN_uv2 ) * kernel.z;
OUT_col += texture( diffuseMap, IN_uv3 ) * kernel.w;
OUT += texture( diffuseMap, IN_uv4 ) * kernel.x;
OUT += texture( diffuseMap, IN_uv5 ) * kernel.y;
OUT += texture( diffuseMap, IN_uv6 ) * kernel.z;
OUT += texture( diffuseMap, IN_uv7 ) * kernel.w;
OUT_col += texture( diffuseMap, IN_uv4 ) * kernel.x;
OUT_col += texture( diffuseMap, IN_uv5 ) * kernel.y;
OUT_col += texture( diffuseMap, IN_uv6 ) * kernel.z;
OUT_col += texture( diffuseMap, IN_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.a = dot( OUT.rgb, rgb2lum );
//OUT_col.a = dot( OUT_col.rgb, rgb2lum );
}

View file

@ -32,6 +32,8 @@ uniform sampler2D colorSampler; // Output of DofNearCoc()
in vec4 texCoords;
#define IN_texCoords texCoords
out vec4 OUT_col;
void main()
{
vec4 color;
@ -40,5 +42,5 @@ void main()
color += texture( colorSampler, IN_texCoords.yz );
color += texture( colorSampler, IN_texCoords.xw );
color += texture( colorSampler, IN_texCoords.yw );
OUT_FragColor0 = color / 4.0;
OUT_col = color / 4.0;
}