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uniform ivec2 rendertargetdim;
uniform sampler2D colorbuffer;
uniform vec2 layerselection;
uniform sampler2D cocbuffer;
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
#define POS gl_in[0].gl_Position
in vec2 uvcoord[];
out vec2 particlecoord;
flat out vec4 color;
#define M_PI 3.1415926535897932384626433832795
void main()
{
vec4 coc = textureLod(cocbuffer, uvcoord[0], 0.0);
float offset_val = dot(coc.rg, layerselection);
if (offset_val < 1.0)
return;
vec4 colortex = textureLod(colorbuffer, uvcoord[0], 0.0);
/* find the area the pixel will cover and divide the color by it */
float alpha = 1.0 / (offset_val * offset_val * M_PI);
colortex *= alpha;
colortex.a = alpha;
vec2 offset_far = vec2(offset_val * 0.5) / vec2(rendertargetdim.x, rendertargetdim.y);
color = colortex;
gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
particlecoord = vec2(-1.0, -1.0);
EmitVertex();
gl_Position = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
particlecoord = vec2(-1.0, 1.0);
EmitVertex();
gl_Position = POS + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
particlecoord = vec2(1.0, -1.0);
EmitVertex();
gl_Position = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
particlecoord = vec2(1.0, 1.0);
EmitVertex();
EndPrimitive();
}
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