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path: root/shaders/tesseract/494.shader_test
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[require]
GLSL >= 1.20

[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex;
        
        
        void main(void)
        {
            gl_Position = vvertex;
            
            
        }
    
[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define fragcolor gl_FragData[0]
uniform sampler2DRect tex1;
        #define gfetch(sampler, coords) texture2DRect(sampler, coords)
        #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
        #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
        #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
        
        uniform vec3 gdepthscale;
        uniform vec3 gdepthunpackparams;
    
    
        uniform sampler2DRect tex0;
        uniform vec2 bilateralparams;
        uniform vec3 gdepthpackparams;
        
        
        fragdata(0, fragcolor, vec4)
        void main(void)
        {
            #define tc gl_FragCoord.xy
            #define depthtc gl_FragCoord.xy
            #define tapvec(type, i) type(0.0, i)
            #define texval(i) texture2DRect(tex0, tc + tapvec(vec2, i))
            #define texvaloffset(i) texture2DRectOffset(tex0, tc, tapvec(ivec2, i))
            #define depthval(i) gfetch(tex1, depthtc + tapvec(vec2, i))
            #define depthvaloffset(i) gfetchoffset(tex1, depthtc, tapvec(ivec2, i))
            
                    vec2 vals = texture2DRect(tex0, tc).rg;
                    #define color vals.x
                    
                        #define depth vals.y
                    
                
            float weights = 1.0;
            
                    
                            vec2 vals0 = texval(-6.0).rg;
                            #define color0 vals0.x
                            #define depth0 vals0.y
                        
                    depth0 -= depth;
                    float weight0 = exp2(-9.0*bilateralparams.x - depth0*depth0*bilateralparams.y); 
                    weights += weight0;
                    color += weight0 * color0;
                 
                    
                            vec2 vals1 = texval(-4.0).rg;
                            #define color1 vals1.x
                            #define depth1 vals1.y
                        
                    depth1 -= depth;
                    float weight1 = exp2(-4.0*bilateralparams.x - depth1*depth1*bilateralparams.y); 
                    weights += weight1;
                    color += weight1 * color1;
                 
                    
                            vec2 vals2 = texval(-2.0).rg;
                            #define color2 vals2.x
                            #define depth2 vals2.y
                        
                    depth2 -= depth;
                    float weight2 = exp2(-1.0*bilateralparams.x - depth2*depth2*bilateralparams.y); 
                    weights += weight2;
                    color += weight2 * color2;
                 
                    
                            vec2 vals3 = texval(2.0).rg;
                            #define color3 vals3.x
                            #define depth3 vals3.y
                        
                    depth3 -= depth;
                    float weight3 = exp2(-1.0*bilateralparams.x - depth3*depth3*bilateralparams.y); 
                    weights += weight3;
                    color += weight3 * color3;
                 
                    
                            vec2 vals4 = texval(4.0).rg;
                            #define color4 vals4.x
                            #define depth4 vals4.y
                        
                    depth4 -= depth;
                    float weight4 = exp2(-4.0*bilateralparams.x - depth4*depth4*bilateralparams.y); 
                    weights += weight4;
                    color += weight4 * color4;
                 
                    
                            vec2 vals5 = texval(6.0).rg;
                            #define color5 vals5.x
                            #define depth5 vals5.y
                        
                    depth5 -= depth;
                    float weight5 = exp2(-9.0*bilateralparams.x - depth5*depth5*bilateralparams.y); 
                    weights += weight5;
                    color += weight5 * color5;
                
            
                fragcolor = vec4(color / weights, 0.0, 0.0, 1.0);
            
        }