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## | ||
## BVH Import\Export Tool for Autodesk MotionBuilder | ||
## | ||
## MoBu project on GitHub - https://github.com/Neill3d/MoBu | ||
## OpenMoBu project on GitHub - https://github.com/Neill3d/OpenMoBu | ||
## | ||
## Author Sergey Solohin (Neill3d) 2014 | ||
## Author Sergei Solokhin (Neill3d) 2014-2018 | ||
## e-mail to: [email protected] | ||
## www.neill3d.com | ||
## | ||
## | ||
## Lisenced under the "New" BSD License - https://github.com/Neill3d/MoBu/blob/master/LICENSE | ||
## Lisenced under the "New" BSD License - https://github.com/Neill3d/OpenMoBu/blob/master/LICENSE | ||
## | ||
######################################################################################### | ||
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// | ||
// Fragment shader - Blur (Bilateral) | ||
// | ||
// Post Processing Toolkit | ||
// Created by Sergey <Neill3d> Solokhin (c) 2018 | ||
// Special for Les Androids Associes | ||
// | ||
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const float KERNEL_RADIUS = 3.0; | ||
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uniform sampler2D sampler0; | ||
uniform sampler2D linearDepthSampler; | ||
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uniform float g_Sharpness; | ||
uniform vec2 g_InvResolutionDirection; // either set x to 1/width or y to 1/height | ||
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//------------------------------------------------------------------------- | ||
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vec4 BlurFunction(vec2 uv, float r, vec4 center_c, float center_d, inout float w_total) | ||
{ | ||
vec4 c = texture2D( sampler0, uv ); | ||
float d = texture2D( linearDepthSampler, uv).x; | ||
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const float BlurSigma = float(KERNEL_RADIUS) * 0.5; | ||
const float BlurFalloff = 1.0 / (2.0*BlurSigma*BlurSigma); | ||
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float ddiff = (d - center_d) * g_Sharpness; | ||
float w = exp2(-r*r*BlurFalloff - ddiff*ddiff); | ||
w_total += w; | ||
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return c*w; | ||
} | ||
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void main (void) | ||
{ | ||
vec2 texCoord = gl_TexCoord [0].st; | ||
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vec4 center_c = texture2D( sampler0, texCoord ); | ||
float center_d = texture2D( linearDepthSampler, texCoord).x; | ||
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vec4 c_total = center_c; | ||
float w_total = 1.0; | ||
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for (float r = 1.0; r <= KERNEL_RADIUS; ++r) | ||
{ | ||
vec2 uv = texCoord + g_InvResolutionDirection * r; | ||
c_total += BlurFunction(uv, r, center_c, center_d, w_total); | ||
} | ||
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for (float r = 1.0; r <= KERNEL_RADIUS; ++r) | ||
{ | ||
vec2 uv = texCoord - g_InvResolutionDirection * r; | ||
c_total += BlurFunction(uv, r, center_c, center_d, w_total); | ||
} | ||
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vec4 out_Color = c_total/w_total; | ||
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gl_FragData [0] = out_Color; | ||
} |
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