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-rw-r--r--shaders/fbo_frag.glsl48
1 files changed, 26 insertions, 22 deletions
diff --git a/shaders/fbo_frag.glsl b/shaders/fbo_frag.glsl
index f6f12cd..e199245 100644
--- a/shaders/fbo_frag.glsl
+++ b/shaders/fbo_frag.glsl
@@ -3,31 +3,35 @@ out vec4 FragColor;
in vec2 TexCoords;
-uniform sampler2D screenTexture;
-uniform int applySSSSS;
-uniform int N;
+uniform sampler2D shadowmapTexture;
+uniform sampler2D irradianceTexture;
+uniform int screenWidth;
+uniform int screenHeight;
+uniform int renderState;
+uniform vec2 samplePositions[13];
+uniform vec3 sampleWeights[13];
void main()
{
- if (applySSSSS == 1) {
- float x = 1.0/1600.0;
- float y = 1.0/900.0;
-
- float maxDist = N*N + N*N;
-
- vec4 color = vec4(0, 0, 0, 1);
- for (int i = -N; i <= N; i++) {
- for (int j = -N; j <= N; j++) {
- float dist = i*i + j*j;
- vec4 newC = texture(screenTexture, TexCoords + vec2(i*x, j*y)) / (2*N*N);
- float factor = 1 - (dist / maxDist);
- factor = pow(factor, 2);
- color += newC * factor;
- }
- }
- FragColor = color;
+ if (renderState == 0) {
+ FragColor = texture(shadowmapTexture, TexCoords);
}
- else {
- FragColor = texture(screenTexture, TexCoords);
+ // stencil buffer
+ else if (renderState == 1 || texture(irradianceTexture, TexCoords).rgb == vec3(0, 0, 0)) {
+ FragColor = texture(irradianceTexture, TexCoords);
+ }
+ else if (renderState == 2) {
+ FragColor = texture(shadowmapTexture, TexCoords) * texture(irradianceTexture, TexCoords);
+ }
+ else if (renderState == 3) {
+ vec4 result = vec4(0, 0, 0, 1);
+ for (int i = 0; i < 13; i++) {
+ float oneX = 1.0/screenWidth;
+ float oneY = 1.0/screenHeight;
+ vec4 sample = texture(irradianceTexture, TexCoords + samplePositions[i] * vec2(oneX, oneY));
+ vec4 weight = vec4(sampleWeights[i], 1);
+ result += sample * weight;
+ }
+ FragColor = result;
}
}