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uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform vec2 Viewport;
uniform int blur[2];
uniform vec3 loc;
uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
float defaultpixsize = pixsize * (1000.0 / pixfactor);
vec2 noffset = vec2(blur[0], blur[1]);
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;
}
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;
}
}
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