1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
|
#define PASS_POST_UNDEFINED 0
#define PASS_POST_ACCUMULATED_COLOR 1
#define PASS_POST_ACCUMULATED_LIGHT 2
#define PASS_POST_ACCUMULATED_VALUE 3
#define PASS_POST_DEPTH 4
#define PASS_POST_AO 5
#define PASS_POST_NORMAL 6
#define PASS_POST_TWO_LIGHT_BUFFERS 7
uniform int postProcessType;
uniform int currentSample;
uniform sampler2D inputBuffer;
uniform sampler2D inputSecondLightBuffer;
uniform sampler2D inputColorBuffer;
out vec4 fragColor;
void main()
{
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);
}
fragColor.r = depth;
}
else if (postProcessType == PASS_POST_AO) {
float ao_accum = texelFetch(inputBuffer, texel, 0).r;
fragColor = vec4(vec3(min(1.0, ao_accum / currentSample)), 1.0);
}
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 = mat3(ViewMatrixInverse) * decoded_normal;
fragColor = vec4(world_normal, 1.0);
}
else {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}
else if (postProcessType == PASS_POST_ACCUMULATED_VALUE) {
float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
fragColor = vec4(vec3(accumulated_value / currentSample), 1.0);
}
else if (postProcessType == PASS_POST_ACCUMULATED_COLOR) {
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
fragColor = vec4(accumulated_color / currentSample, 1.0);
}
else if (postProcessType == PASS_POST_ACCUMULATED_LIGHT) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
/* Fix INF in the case a color component is 0.0 */
if (accumulated_color.r == 0.0) {
accumulated_color.r = 1.0;
accumulated_light.r = 0.0;
}
if (accumulated_color.g == 0.0) {
accumulated_color.g = 1.0;
accumulated_light.g = 0.0;
}
if (accumulated_color.b == 0.0) {
accumulated_color.b = 1.0;
accumulated_light.b = 0.0;
}
fragColor = vec4(accumulated_light / accumulated_color, 1.0);
}
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;
/* Fix INF in the case a color component is 0.0 */
if (accumulated_color.r == 0.0) {
accumulated_color.r = 1.0;
accumulated_light.r = 0.0;
}
if (accumulated_color.g == 0.0) {
accumulated_color.g = 1.0;
accumulated_light.g = 0.0;
}
if (accumulated_color.b == 0.0) {
accumulated_color.b = 1.0;
accumulated_light.b = 0.0;
}
fragColor = vec4(accumulated_light / accumulated_color, 1.0);
}
else {
/* Output error color: Unknown how to post process this pass. */
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
}
}
|