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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D shadowmapTexture;
uniform sampler2D irradianceTexture;
uniform int screenWidth;
uniform int screenHeight;
uniform int renderState;
uniform vec2 samplePositions[13];
uniform vec3 sampleWeights[13];
vec4 blur(sampler2D tex, vec2 uv, vec2 res) {
float Pi = 6.28318530718; // Pi*2
// GAUSSIAN BLUR SETTINGS {{{
float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
float Size = 8.0; // BLUR SIZE (Radius)
// GAUSSIAN BLUR SETTINGS }}}
vec2 Radius = Size/res;
// Pixel colour
vec4 Color = texture(tex, uv);
// Blur calculations
for( float d=0.0; d<Pi; d+=Pi/Directions) {
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
Color += texture( tex, uv+vec2(cos(d),sin(d))*Radius*i);
}
}
// Output to screen
Color /= Quality * Directions - 15.0;
return Color;
}
void main()
{
if (renderState == 0) {
FragColor = blur(shadowmapTexture, TexCoords, vec2(screenWidth, screenHeight));
}
else if (renderState == 1) {
FragColor = texture(shadowmapTexture, TexCoords);
}
// stencil buffer
else if (renderState == 2) {
FragColor = texture(irradianceTexture, TexCoords);
}
else if (renderState == 3) {
vec4 result = vec4(0, 0, 0, 1);
for (int i = 0; i < 13; i++) {
vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);
//vec4 sample = texture(irradianceTexture, sampleCoords)
// * texture(shadowmapTexture, sampleCoords);
vec4 sample = texture(irradianceTexture, sampleCoords);
vec4 weight = vec4(sampleWeights[i], 1);
result += sample * weight;
}
FragColor = result;
}
}
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