diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl | 120 |
1 files changed, 61 insertions, 59 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl index cd348a477a1..0f64f54c67b 100644 --- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl @@ -8,7 +8,7 @@ uniform vec2 Viewport; uniform int blur[2]; uniform vec3 loc; -uniform float pixsize; /* rv3d->pixsize */ +uniform float pixsize; /* rv3d->pixsize */ uniform float pixfactor; float defaultpixsize = pixsize * (1000.0 / pixfactor); @@ -18,66 +18,68 @@ out vec4 FragColor; float get_zdepth(ivec2 poxy) { - /* if outside viewport set as infinite depth */ - if ((poxy.x < 0) || (poxy.x > Viewport.x)) { - return 1.0f; - } - if ((poxy.y < 0) || (poxy.y > Viewport.y)) { - return 1.0f; - } - - float zdepth = texelFetch(strokeDepth, poxy, 0).r; - return zdepth; + /* if outside viewport set as infinite depth */ + if ((poxy.x < 0) || (poxy.x > Viewport.x)) { + return 1.0f; + } + if ((poxy.y < 0) || (poxy.y > Viewport.y)) { + return 1.0f; + } + + float zdepth = texelFetch(strokeDepth, poxy, 0).r; + return zdepth; } void main() { - ivec2 uv = ivec2(gl_FragCoord.xy); - - vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); - - float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize); - float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize); - - /* round to avoid shift when add more samples */ - dx = floor(dx) + 1.0; - dy = floor(dy) + 1.0; - - /* apply blurring, using a 9-tap filter with predefined gaussian weights */ - /* depth (get the value of the surrounding pixels) */ - float outdepth = get_zdepth(ivec2(uv.x, uv.y)); - for (int x = -1; x < 2; x++) { - for (int y = -1; y < 2; y++) { - float depth = get_zdepth(ivec2(uv.x + x * dx, uv.y + y * dy)); - if (depth < outdepth) { - outdepth = depth; - break; - } - } - } - gl_FragDepth = outdepth; - - /* color */ - vec4 outcolor = vec4(0.0); - outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416; - outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318; - outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416; - outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318; - - outcolor += texelFetch(strokeColor, ivec2(uv.x, uv.y), 0) * 0.147761; - - outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318; - outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416; - outcolor += texelFetch(strokeColor, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0) * 0.118318; - outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416; - - FragColor = clamp(outcolor, 0, 1.0); - - /* discar extreme values */ - if (outcolor.a < 0.02f) { - discard; - } - if ((outdepth <= 0.000001) || (outdepth >= 0.999999)){ - discard; - } + ivec2 uv = ivec2(gl_FragCoord.xy); + + vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); + + float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : + (noffset[0] / defaultpixsize); + float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : + (noffset[1] / defaultpixsize); + + /* round to avoid shift when add more samples */ + dx = floor(dx) + 1.0; + dy = floor(dy) + 1.0; + + /* apply blurring, using a 9-tap filter with predefined gaussian weights */ + /* depth (get the value of the surrounding pixels) */ + float outdepth = get_zdepth(ivec2(uv.x, uv.y)); + for (int x = -1; x < 2; x++) { + for (int y = -1; y < 2; y++) { + float depth = get_zdepth(ivec2(uv.x + x * dx, uv.y + y * dy)); + if (depth < outdepth) { + outdepth = depth; + break; + } + } + } + gl_FragDepth = outdepth; + + /* color */ + vec4 outcolor = vec4(0.0); + outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416; + outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318; + outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416; + outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318; + + outcolor += texelFetch(strokeColor, ivec2(uv.x, uv.y), 0) * 0.147761; + + outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318; + outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416; + outcolor += texelFetch(strokeColor, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0) * 0.118318; + outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416; + + FragColor = clamp(outcolor, 0, 1.0); + + /* discar extreme values */ + if (outcolor.a < 0.02f) { + discard; + } + if ((outdepth <= 0.000001) || (outdepth >= 0.999999)) { + discard; + } } |