This makes is clearer and avoid having to setup worldPosition if shader is not a material shader.
127 lines
4.1 KiB
GLSL
127 lines
4.1 KiB
GLSL
|
|
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
|
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
|
|
|
|
#define PASS_POST_UNDEFINED 0
|
|
#define PASS_POST_ACCUMULATED_COLOR 1
|
|
#define PASS_POST_ACCUMULATED_COLOR_ALPHA 2
|
|
#define PASS_POST_ACCUMULATED_LIGHT 3
|
|
#define PASS_POST_ACCUMULATED_VALUE 4
|
|
#define PASS_POST_DEPTH 5
|
|
#define PASS_POST_AO 6
|
|
#define PASS_POST_NORMAL 7
|
|
#define PASS_POST_TWO_LIGHT_BUFFERS 8
|
|
#define PASS_POST_ACCUMULATED_TRANSMITTANCE_COLOR 9
|
|
|
|
uniform int postProcessType;
|
|
uniform int currentSample;
|
|
|
|
uniform sampler2D depthBuffer;
|
|
uniform sampler2D inputBuffer;
|
|
uniform sampler2D inputSecondLightBuffer;
|
|
uniform sampler2D inputColorBuffer;
|
|
uniform sampler2D inputTransmittanceBuffer;
|
|
|
|
out vec4 fragColor;
|
|
|
|
vec3 safe_divide_even_color(vec3 a, vec3 b)
|
|
{
|
|
vec3 result = vec3((b.r != 0.0) ? a.r / b.r : 0.0,
|
|
(b.g != 0.0) ? a.g / b.g : 0.0,
|
|
(b.b != 0.0) ? a.b / b.b : 0.0);
|
|
/* try to get gray even if b is zero */
|
|
if (b.r == 0.0) {
|
|
if (b.g == 0.0) {
|
|
result = result.bbb;
|
|
}
|
|
else if (b.b == 0.0) {
|
|
result = result.ggg;
|
|
}
|
|
else {
|
|
result.r = 0.5 * (result.g + result.b);
|
|
}
|
|
}
|
|
else if (b.g == 0.0) {
|
|
if (b.b == 0.0) {
|
|
result = result.rrr;
|
|
}
|
|
else {
|
|
result.g = 0.5 * (result.r + result.b);
|
|
}
|
|
}
|
|
else if (b.b == 0.0) {
|
|
result.b = 0.5 * (result.r + result.g);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
|
|
ivec2 texel = ivec2(gl_FragCoord.xy);
|
|
|
|
if (postProcessType == PASS_POST_DEPTH) {
|
|
float depth = texelFetch(depthBuffer, texel, 0).r;
|
|
if (depth == 1.0f) {
|
|
depth = 1e10;
|
|
}
|
|
else {
|
|
depth = -get_view_z_from_depth(depth);
|
|
}
|
|
color.rgb = vec3(depth);
|
|
}
|
|
else if (postProcessType == PASS_POST_AO) {
|
|
float ao_accum = texelFetch(inputBuffer, texel, 0).r;
|
|
color.rgb = vec3(min(1.0, ao_accum / currentSample));
|
|
}
|
|
else if (postProcessType == PASS_POST_NORMAL) {
|
|
float depth = texelFetch(depthBuffer, texel, 0).r;
|
|
vec2 encoded_normal = texelFetch(inputBuffer, texel, 0).rg;
|
|
/* decode the normals only when they are valid. otherwise the result buffer will be filled
|
|
* with NaN's */
|
|
if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
|
|
vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
|
|
vec3 world_normal = transform_direction(ViewMatrixInverse, decoded_normal);
|
|
color.rgb = world_normal;
|
|
}
|
|
else {
|
|
color.rgb = vec3(0.0);
|
|
}
|
|
}
|
|
else if (postProcessType == PASS_POST_ACCUMULATED_VALUE) {
|
|
float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
|
|
color.rgb = vec3(accumulated_value / currentSample);
|
|
}
|
|
else if (postProcessType == PASS_POST_ACCUMULATED_COLOR) {
|
|
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
|
|
color.rgb = (accumulated_color / currentSample);
|
|
}
|
|
else if (postProcessType == PASS_POST_ACCUMULATED_COLOR_ALPHA) {
|
|
vec4 accumulated_color = texelFetch(inputBuffer, texel, 0);
|
|
color = (accumulated_color / currentSample);
|
|
}
|
|
else if (postProcessType == PASS_POST_ACCUMULATED_TRANSMITTANCE_COLOR) {
|
|
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
|
|
vec3 transmittance = texelFetch(inputTransmittanceBuffer, texel, 0).rgb;
|
|
color.rgb = (accumulated_color / currentSample) * (transmittance / currentSample);
|
|
}
|
|
else if (postProcessType == PASS_POST_ACCUMULATED_LIGHT) {
|
|
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb;
|
|
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
|
|
color.rgb = safe_divide_even_color(accumulated_light, accumulated_color);
|
|
}
|
|
else if (postProcessType == PASS_POST_TWO_LIGHT_BUFFERS) {
|
|
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb +
|
|
texelFetch(inputSecondLightBuffer, texel, 0).rgb;
|
|
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
|
|
color.rgb = safe_divide_even_color(accumulated_light, accumulated_color);
|
|
}
|
|
else {
|
|
/* Output error color: Unknown how to post process this pass. */
|
|
color.rgb = vec3(1.0, 0.0, 1.0);
|
|
}
|
|
|
|
fragColor = color;
|
|
}
|