Files
Nuake/Data/Shaders/depth_aware_blur.shader
2025-01-31 18:04:43 -05:00

67 lines
1.7 KiB
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
void main()
{
UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 440 core
out vec4 FragColor;
in vec2 UV;
uniform sampler2D u_Input;
uniform sampler2D u_Depth;
const float SHARPNESS = 10.0f;
const float KERNEL_RADIUS = 8.0f;
void main() {
vec2 texelSize = 1.0 / vec2(textureSize(u_Input, 0));
vec4 result = vec4(0);
float centerDepth = texture(u_Depth, UV).r;
float totalWeight = 0.0f;
for (int x = -2; x < 2; ++x)
{
vec2 offset = vec2(float(x), float(0)) * texelSize;
vec2 uv = UV + offset;
float depth = texture(u_Depth, uv).r;
const float blurSigma = float(KERNEL_RADIUS) * 0.5f;
const float blurFalloff = 1.0 / (2.0 * blurSigma * blurSigma);
float depthDiff = abs(depth - centerDepth) * SHARPNESS;
float weight = exp2(-x * x * blurFalloff - depthDiff * depthDiff);
totalWeight += weight;
result += texture(u_Input, uv) * weight;
}
for (int y = -2; y < 2; ++y)
{
vec2 offset = vec2(float(0), float(y)) * texelSize;
vec2 uv = UV + offset;
float depth = texture(u_Depth, uv).r;
const float blurSigma = float(KERNEL_RADIUS) * 0.5f;
const float blurFalloff = 1.0 / (2.0 * blurSigma * blurSigma);
float depthDiff = abs(depth - centerDepth) * SHARPNESS;
float weight = exp2(-y * y * blurFalloff - depthDiff * depthDiff);
totalWeight += weight;
result += texture(u_Input, uv) * weight;
}
FragColor = result / totalWeight;
}