diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl | 23 |
1 files changed, 13 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl index f19ff4ec65a..4904010c841 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl @@ -1,3 +1,4 @@ + // color buffer uniform sampler2D colorbuffer; @@ -9,8 +10,10 @@ uniform sampler1D ssao_concentric_tex; // depth buffer uniform sampler2D depthbuffer; + // coordinates on framebuffer in normalized (0.0-1.0) uv space -varying vec4 uvcoordsvar; +in vec4 uvcoordsvar; +out vec4 FragColor; /* ssao_params.x : pixel scale for the ssao radious */ /* ssao_params.y : factor for the ssao darkening */ @@ -33,7 +36,7 @@ vec3 calculate_view_space_normal(in vec3 viewposition) float calculate_ssao_factor(float depth) { /* take the normalized ray direction here */ - vec2 rotX = texture2D(jitter_tex, uvcoordsvar.xy * ssao_sample_params.yz).rg; + vec2 rotX = texture(jitter_tex, uvcoordsvar.xy * ssao_sample_params.yz).rg; vec2 rotY = vec2(-rotX.y, rotX.x); /* occlusion is zero in full depth */ @@ -46,9 +49,9 @@ float calculate_ssao_factor(float depth) /* find the offset in screen space by multiplying a point * in camera space at the depth of the point by the projection matrix. */ vec2 offset; - float homcoord = gl_ProjectionMatrix[2][3] * position.z + gl_ProjectionMatrix[3][3]; - offset.x = gl_ProjectionMatrix[0][0] * ssao_params.x / homcoord; - offset.y = gl_ProjectionMatrix[1][1] * ssao_params.x / homcoord; + float homcoord = ProjectionMatrix[2][3] * position.z + ProjectionMatrix[3][3]; + offset.x = ProjectionMatrix[0][0] * ssao_params.x / homcoord; + offset.y = ProjectionMatrix[1][1] * ssao_params.x / homcoord; /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */ offset *= 0.5; @@ -57,7 +60,7 @@ float calculate_ssao_factor(float depth) int num_samples = int(ssao_sample_params.x); for (x = 0; x < num_samples; x++) { - vec2 dir_sample = texture1D(ssao_concentric_tex, (float(x) + 0.5) / ssao_sample_params.x).rg; + vec2 dir_sample = texture(ssao_concentric_tex, (float(x) + 0.5) / ssao_sample_params.x).rg; /* rotate with random direction to get jittered result */ vec2 dir_jittered = vec2(dot(dir_sample, rotX), dot(dir_sample, rotY)); @@ -67,7 +70,7 @@ float calculate_ssao_factor(float depth) if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0) continue; - float depth_new = texture2D(depthbuffer, uvcoords).r; + float depth_new = texture(depthbuffer, uvcoords).r; if (depth_new != 1.0) { vec3 pos_new = get_view_space_from_depth(uvcoords, viewvecs[0].xyz, viewvecs[1].xyz, depth_new); vec3 dir = pos_new - position; @@ -87,8 +90,8 @@ float calculate_ssao_factor(float depth) void main() { - float depth = texture2D(depthbuffer, uvcoordsvar.xy).r; - vec4 scene_col = texture2D(colorbuffer, uvcoordsvar.xy); + float depth = texture(depthbuffer, uvcoordsvar.xy).r; + vec4 scene_col = texture(colorbuffer, uvcoordsvar.xy); vec3 final_color = mix(scene_col.rgb, ssao_color.rgb, calculate_ssao_factor(depth)); - gl_FragColor = vec4(final_color.rgb, scene_col.a); + FragColor = vec4(final_color.rgb, scene_col.a); } |