mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-10 06:10:07 +00:00
8741687d20
- cleanup some duplicated code - change the background color ramp function to make UI more readable
167 lines
4.4 KiB
GLSL
167 lines
4.4 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//--------------------------------------------------------------
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// image vertex shader
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//--------------------------------------------------------------
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#ifdef IMAGE_VERTEX_SHADER
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layout (location=0) in vec2 position;
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out vec2 outUV;
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void
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main()
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{
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outUV = vec2(position.xy*0.5) + vec2(0.5);
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gl_Position = vec4(position.x, position.y, 0, 1);
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}
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#endif
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//--------------------------------------------------------------
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#ifdef IMAGE_FRAGMENT_SHADER
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uniform sampler2D colorMap;
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uniform sampler2D normalMap;
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uniform sampler2D depthMap;
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in vec2 outUV;
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out vec4 outColor;
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const vec2 oflut[49] = vec2[](
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vec2(-0.864,-0.930),
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vec2(-0.952,-0.608),
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vec2(-0.820,-0.318),
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vec2(-0.960,-0.076),
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vec2(-0.939,0.244),
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vec2(-0.827,0.421),
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vec2(-0.871,0.561),
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vec2(-0.668,-0.810),
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vec2(-0.749,-0.557),
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vec2(-0.734,-0.422),
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vec2(-0.681,-0.043),
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vec2(-0.598,0.132),
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vec2(-0.720,0.323),
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vec2(-0.513,0.723),
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vec2(-0.371,-0.829),
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vec2(-0.366,-0.735),
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vec2(-0.259,-0.318),
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vec2(-0.344,-0.079),
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vec2(-0.386,0.196),
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vec2(-0.405,0.425),
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vec2(-0.310,0.518),
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vec2(-0.154,-0.931),
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vec2(-0.171,-0.572),
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vec2(-0.241,-0.420),
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vec2(-0.130,-0.225),
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vec2(-0.092,0.189),
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vec2(-0.018,0.310),
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vec2(-0.179,0.512),
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vec2(0.133,-0.942),
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vec2(0.235,-0.738),
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vec2(0.229,-0.380),
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vec2(0.027,-0.030),
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vec2(0.052,0.183),
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vec2(0.141,0.415),
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vec2(0.129,0.736),
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vec2(0.340,-0.931),
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vec2(0.254,-0.564),
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vec2(0.388,-0.417),
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vec2(0.363,-0.104),
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vec2(0.413,0.234),
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vec2(0.421,0.321),
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vec2(0.423,0.653),
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vec2(0.631,-0.756),
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vec2(0.665,-0.736),
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vec2(0.551,-0.350),
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vec2(0.526,-0.220),
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vec2(0.519,0.053),
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vec2(0.750,0.321),
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vec2(0.736,0.641) );
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float ZBuffer2Linear( float z ,float znear, float zfar)
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{
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float z_n = 2.0 * z - 1.0;
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float z_e = 2.0 * znear * zfar / (zfar+znear-z_n*(zfar-znear));
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return z_e / 10.0;
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}
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uniform float radius;
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uniform float scale;
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uniform float gamma;
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uniform float contrast;
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void main()
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{
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vec4 colorSample = texture(colorMap, outUV);
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float zbuffer = texture(depthMap, outUV).r;
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float rz = ZBuffer2Linear( zbuffer, 1.0, 500.0 );
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float an = fract(fract(outUV.x*0.36257507)*0.38746515+outUV.y*0.32126721);
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float k1=cos(6.2831*an);
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float k2=sin(6.2831*an);
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// calculate occlusion factor
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float ao = 0.0;
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for( int i=0; i<49; i++ )
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{
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vec2 of = vec2( oflut[i].x*k1 - oflut[i].y*k2,
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oflut[i].x*k2 + oflut[i].y*k1 );
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//sampling point
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vec2 sa = outUV.xy + radius * of;
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//difference in zbuffer
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float zd = rz - ZBuffer2Linear( texture(depthMap, sa).r, 1.0, 500.0);
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//adjust based on scale.
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zd = zd * scale;
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//accumulate zdiffs transfer func
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ao += clamp( zd, 0.0, 1.0 ) - clamp((zd-5.0)*.02,0.0,1.0);
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}
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//add in occlusion to color.
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ao = 1.0 - ao/49.0;
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//scale occlusion toward white.
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ao = clamp(ao, 0.0, 1.0);
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//add in contrast/gamma to colorsample.
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outColor = contrast*pow(colorSample*ao,vec4(gamma));
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//background color as a vertical grey ramp
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vec4 bgColor = vec4(mix(0.1, 0.5, sin(outUV.y*3.14159)));
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outColor = mix(bgColor, outColor, colorSample.a);
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}
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#endif
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