112 lines
No EOL
2.5 KiB
GLSL
112 lines
No EOL
2.5 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_depth;
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uniform sampler2D u_ofcam;
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uniform sampler2D u_buffer0;
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uniform sampler2D u_buffer1;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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uniform bool u_init;
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varying vec2 v_texcoord;
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float depthToSilhouette(float depth) {
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if(depth < 0.005) return 0;
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// if(depth > 0.1) return 0;
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else return 1;
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}
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void main() {
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vec2 pixel = 1./u_resolution;
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vec2 offset[9];
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offset[0] = pixel * vec2(-1.0,-1.0);
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offset[1] = pixel * vec2( 0.0,-1.0);
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offset[2] = pixel * vec2( 1.0,-1.0);
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offset[3] = pixel * vec2(-1.0,0.0);
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offset[4] = pixel * vec2( 0.0,0.0);
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offset[5] = pixel * vec2( 1.0,0.0);
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offset[6] = pixel * vec2(-1.0,1.0);
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offset[7] = pixel * vec2( 0.0,1.0);
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offset[8] = pixel * vec2( 1.0,1.0);
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vec2 st = v_texcoord;
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// st.y = 1.0 - st.y;
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#ifdef BUFFER_0
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// PING BUFFER
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//
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// Note: Here is where most of the action happens. But need's to read
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// te content of the previous pass, for that we are making another buffer
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// BUFFER_1 (u_buffer1)
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vec4 color = vec4(0,0,0,1);
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if(u_init) {
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vec3 tmpc = texture2D(u_ofcam, st).rgb;
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float tmp = tmpc.r + tmpc.g + tmpc.b;
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color.rgb = vec3(depthToSilhouette(tmp));
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}
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else {
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float kernel[9];
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kernel[0] = 0.125;
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kernel[1] = 0.25;
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kernel[2] = 0.125;
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kernel[3] = 0.25;
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kernel[4] = 1.0;
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kernel[5] = 0.25;
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kernel[6] = 0.125;
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kernel[7] = 0.25;
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kernel[8] = 0.125;
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float lap = 0;
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for (int i=0; i < 9; i++){
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float tmp = texture2D(u_buffer1, st + offset[i]).r;
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lap += tmp * kernel[i] / 2.5;
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}
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color = vec4(vec3(lap * 2.0), 1.0);
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}
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gl_FragColor = color;
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#elif defined( BUFFER_1 )
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// PONG BUFFER
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//
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// Note: Just copy the content of the BUFFER0 so it can be
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// read by it in the next frame
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//
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gl_FragColor = texture2D(u_buffer0, st);
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#else
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// Main Buffer
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float buf1 = texture2D(u_buffer1, st).r;
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vec3 dispColor = vec3(0, 0, 0);
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vec4 pointCloudColor = texture2D(u_ofcam, st);
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float maxVal = buf1;
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float minVal = buf1;
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for (int i=0; i < 9; i++){
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float tmp = texture2D(u_buffer1, st + offset[i]).r;
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maxVal = max(maxVal, tmp);
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minVal = min(minVal, tmp);
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}
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if(maxVal - minVal > 0.1) {
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dispColor.rgb = vec3(1);
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}
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// dispColor.rgb = vec3(depthToSilhouette(texture2D(u_depth, st/u_resolution).r));
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gl_FragColor = vec4(dispColor, 1.0);
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gl_FragColor += pointCloudColor; // not good
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// gl_FragColor = texture2D(u_depth, st) * 100;
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#endif
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} |