#version 110 #define float4 vec4 #define float3 vec3 #define float2 vec2 #define oUV gl_TexCoord[0] #define tex3D texture3D #define tex2D texture2D #define tex1D texture1D #define SSAO se= ep+ddd*sign (dot (ray,norm))*ray; \ occluderFragment = tex2D(texture2d_1,se.xy); \ shadow=occluderFragment.w;\ occluderFragment.a=tex2D (texture2d_2,se.xy).x;\ occNorm = (occluderFragment.xyz*2.0)-vec3 (1.0);\ depthDifference = depth-occluderFragment.a;\ normDiff = 1.0-1.0*dot(occNorm,norm);\ addition=step(0.00002,depthDifference)*normDiff*(1.0-smoothstep(0.000002,0.20,depthDifference));\ bl += addition; uniform sampler2D texture2d_1; uniform sampler2D texture2d_2; uniform sampler2D texture2d_3; uniform sampler2D texture2d_projected; uniform sampler2D texture2d_random; uniform float Limit; uniform float fttime; uniform mat4 ProjectionMatrix; void main (void) { float4 cl; float depth; // random vector vec3 fres = normalize((texture2D(texture2d_random,oUV.xy*2.0+float2 (Limit*1.0)).xyz*2.0) - vec3(1.0)); // depth depth=tex2D (texture2d_2,oUV.xy).x; vec3 ep=vec3 (oUV.xy,depth); float bl=0.0; vec3 ray; vec3 se; vec3 occNorm; float depthDifference,normDiff; float3 norm=((tex2D (texture2d_1,oUV.xy).xyz-0.5)*2.0); float4 GlobalIllumination=float4 (0.0); bl=1.0; float ddd=0.002; float shadow; float addition; vec4 occluderFragment; //for (int i=0;i<24;i++) bool occluder; occluder=true; //if (tex2D(texture2d_1,oUV.xy).w<0.9) occluder=false; if (occluder) { //1 ray= reflect (vec3(0.53812504, 0.18565957, -0.43192),fres); SSAO //2 ray= reflect (vec3(0.13790712, 0.24864247, 0.44301823),fres); SSAO //3 ray= reflect (vec3(0.33715037, 0.56794053, -0.005789503),fres); SSAO //4 ray= reflect ( vec3(-0.6999805, -0.04511441, -0.0019965635),fres); SSAO //5 ray= reflect ( vec3(0.06896307, -0.15983082, -0.85477847),fres); SSAO //6 ray= reflect (vec3(0.056099437, 0.006954967, -0.1843352),fres); SSAO //7 ray= reflect ( vec3(-0.014653638, 0.14027752, 0.0762037),fres); SSAO //8 ray= reflect ( vec3(0.010019933, -0.1924225, -0.034443386),fres); SSAO //9 ray= reflect ( vec3(-0.35775623, -0.5301969, -0.43581226),fres); SSAO //10 ray= reflect ( vec3(-0.3169221, 0.106360726, 0.015860917),fres); SSAO //11 ray= reflect ( vec3(0.010350345, -0.58698344, 0.0046293875),fres); SSAO //12 ray= reflect ( vec3(-0.08972908, -0.49408212, 0.3287904),fres); SSAO //13 ray= reflect ( vec3(0.7119986, -0.0154690035, -0.09183723),fres); SSAO //14 ray= reflect ( vec3(-0.053382345, 0.059675813, -0.5411899),fres); SSAO //15 ray= reflect ( vec3(0.035267662, -0.063188605, 0.54602677),fres); SSAO //16 /* ray= reflect ( vec3(-0.47761092, 0.2847911, -0.0271716),fres); SSAO //17 ray= reflect ( vec3 ( -0.559644, -0.554896, -0.61554),fres); SSAO //18 ray= reflect (vec3 ( 0.65487, 0.496541, -0.569729),fres); SSAO //19 ray= reflect (vec3 ( 0.382319, -0.719566, 0.579705),fres); SSAO //20 ray= reflect ( vec3 ( 0.800123, 0.344357, 0.491142),fres); SSAO //21 ray= reflect ( vec3 ( 0.426191, -0.414526, 0.804071),fres); SSAO */ bl=1.0-bl*0.09*5.10; //bl=1.0-bl*0.09*0.80; //bl=1.0-clamp (bl,0.0,1.0); //bl*=2.0; //bl+=0.02; } //bl=0.0; norm=normalize(norm); // SS lighting float ccl=1.0-0.0*pow(dot (norm,float3 (0.0,0.0,1.0)),2.0); // shadow //bl=1.0; //bl*=1.0-tex2D(texture2d_1,oUV.xy).w*0.5; // SS Reflections //float4 NormMot=norm.xyzz; ///float2 DiffusedUV=norm.xy*0.025+oUV.xy; ///float4 Refl=2.5*tex2D (texture2d_3,DiffusedUV); gl_FragData[0]=bl*ccl*tex2D(texture2d_3,oUV.xy); gl_FragData[0]=tex2D(texture2d_1,oUV.xy); gl_FragData[1]=tex2D(texture2d_3,oUV.xy); int count=0; vec4 Comp=vec4 (0.0); vec4 Comp2=vec4 (0.0); for (int y=-3;y<4;y++) { for (int x=-3;x<4;x++){ count++; float2 dd=float2 (x,y)*0.0005+oUV.xy; Comp+=tex2D (texture2d_1,dd); } } Comp/=float (count); Comp2/=float (count); vec4 ResDP=tex2D (texture2d_1,oUV.xy); Comp*=2.0; Comp-=vec4 (1.0); ResDP*=2.0; ResDP-=vec4 (1.0); float dt=1.0*length (Comp.xyz-ResDP.xyz); dt=4.0+3.8*(1.0-max (dt,1.0*(abs(dot (Comp,ResDP))))); //dt=10.0*(max (dt,(abs(dot (Comp,ResDP))))); //dt=0.2*abs(dot (Comp,ResDP)); //dt=(3.0+3.0*(abs(dot (Comp,ResDP)))); //dt=1.0; //dt=1.0; dt+=0.4; gl_FragData[0]=tex2D (texture2d_3,oUV.xy)*1.0*vec4 (dt); // fogging gl_FragData[0]*=1.0-vec4 (pow (tex2D (texture2d_2,oUV.xy).x,30.0)); if (fttime>260.0) gl_FragData[0]=tex2D (texture2d_3,oUV.xy); //if (sin (oUV.y*1100.0)<0.0) gl_FragData[0]*=2.8*vec4 (0.6,0.6,0.6,0.6); //if (sin (oUV.x*1200.0)<0.0) gl_FragData[0]*=vec4 (1.0,0.6,0.6,0.6); //if (int(oUV.y*100.0)%2==0) gl_FragData[0]=vec4 (0.0); //gl_FragData[0]+=1.3*vec4 (pow(tex2D (texture2d_3,oUV.xy).x,3.0)); //gl_FragData[0]*=0.3; //tex2D (texture2d_3,oUV.xy); //dt=10.0*length (Comp.xyz-ResDP.xyz); //gl_FragData[0]=vec4 (dt); //gl_FragData[0]=tex2D (texture2d_3,oUV.xy); //gl_FragData[0]=vec4 (dt); //gl_FragData[0]=tex2D (texture2d_3,oUV.xy)*vec4 (bl); //gl_FragData[0]=vec4(bl)*tex2D(texture2d_3,oUV.xy)+0.0*vec4 (0.0,0.05,0.1,0.0);; /* if (oUV.y<0.5) { if (oUV.x>0.5) gl_FragData[0]=tex2D(texture2d_3,vec2 (1.0-oUV.x,oUV.y)); else gl_FragData[0]=tex2D(texture2d_3,oUV.xy); } else { if (oUV.x>0.5) gl_FragData[0]=tex2D(texture2d_3,vec2 (1.0-oUV.x,1.0-oUV.y)); else gl_FragData[0]=tex2D(texture2d_3,vec2 (oUV.x,1.0-oUV.y)); } */ /* float ff=0.5*3.1515926535+atan ((oUV.x-0.5)/(oUV.y-0.5)); ff=sin (0.5*ff); float fd=length (oUV.xy-vec2 (0.5)); ///ff*=2.0; //ff*=0.1; vec2 Res=fd*vec2 (sin(ff),cos(ff)); gl_FragData[0]=tex2D (texture2d_3,Res); //0.5+0.5*vec4(ff); */ //gl_FragData[0]=tex2D(texture2d_3,oUV.xy)*1.2; //gl_FragData[0]=5.0*vec4 (pow(tex2D(texture2d_2,oUV.xy).x-0.7,4.0)); //gl_FragData[0]=vec4(bl)*0.2+0.1*tex2D(texture2d_2,oUV.xy); //gl_FragData[0]=vec4(bl); /* if (occluder) gl_FragData[0]=vec4(1.0); else gl_FragData[0]=vec4(0.0); */ // Highlights //if (tex2D (texture2d_1,oUV.xy).w>0.9) gl_FragData[0]=tex2D (texture2d_3,oUV.xy); //gl_FragData[0].w=tex2D (texture2d_1,oUV.xy).w; //gl_FragData[1]=tex2D(texture2d_3,oUV.xy); //gl_FragData[0]=tex2D (texture2d_2,oUV.xy); }