65 lines
2.0 KiB
GLSL
65 lines
2.0 KiB
GLSL
#define SCE_PASS_Z (1 << 1)
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#define SCE_PASS_AO (1 << 6)
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#define SCE_PASS_NORMAL (1 << 8)
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#define SCE_PASS_MIST (1 << 14)
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#define SCE_PASS_SUBSURFACE_DIRECT (1 << 28)
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#define SCE_PASS_SUBSURFACE_COLOR (1 << 30)
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#define ACCUMULATED_COLOR_PASSES (SCE_PASS_SUBSURFACE_DIRECT | SCE_PASS_SUBSURFACE_COLOR)
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#define ACCUMULATED_VALUE_PASSES (SCE_PASS_MIST)
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uniform int renderpassType;
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uniform int currentSample;
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uniform sampler2D inputBuffer;
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out vec4 fragColor;
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void main()
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{
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ivec2 texel = ivec2(gl_FragCoord.xy);
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if (renderpassType == SCE_PASS_Z) {
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float depth = texelFetch(depthBuffer, texel, 0).r;
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if (depth == 1.0f) {
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depth = 1e10;
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}
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else {
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depth = -get_view_z_from_depth(depth);
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}
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fragColor.r = depth;
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}
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else if (renderpassType == SCE_PASS_AO) {
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float ao_accum = texelFetch(inputBuffer, texel, 0).r;
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fragColor = vec4(vec3(min(1.0, ao_accum / currentSample)), 1.0);
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}
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else if (renderpassType == SCE_PASS_NORMAL) {
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float depth = texelFetch(depthBuffer, texel, 0).r;
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vec2 encoded_normal = texelFetch(inputBuffer, texel, 0).rg;
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/* decode the normals only when they are valid. otherwise the result buffer will be filled with
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* NaN's */
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if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
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vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
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vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal;
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fragColor = vec4(world_normal, 1.0);
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}
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else {
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fragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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else if ((renderpassType & ACCUMULATED_VALUE_PASSES) != 0) {
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float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
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fragColor = vec4(vec3(accumulated_value / currentSample), 1.0);
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}
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else if ((renderpassType & ACCUMULATED_COLOR_PASSES) != 0) {
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vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
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fragColor = vec4(accumulated_color / currentSample, 1.0);
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}
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else {
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fragColor = vec4(1.0, 0.0, 1.0, 1.0);
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}
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}
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