buldthensnip/pkg/base/shader/post_toon.lua
2015-02-28 09:32:07 +13:00

133 lines
3.1 KiB
Lua

return shader_new{name="post_toon", vert=[=[
// Vertex shader
void main()
{
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
]=], frag=[=[
// Fragment shader
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 soffs;
uniform float time;
uniform float fog;
uniform float depth_A;
uniform float depth_B;
float getdepth(float buf)
{
/*
const float f = 127.5;
const float n = 0.05;
// TODO: fetch correct fog and zoom
// d = (Az+B)/(Cz+D)
// d(Cz+D) = (Az+B)
// Czd+Dd = Az+B
// Czd-Az = B-Dd
// z(Cd-A) = B-Dd
// z = (B-Dd)/(Cd-A)
// Note, commented code is correct
//const float A = (f+n)/(f-n);
//const float B = -(2.0*f*n)/(f-n);
//const float C = 1.0;
//return B/(C*buf-A);
//return (B/C)/(buf-(A/C)); // saves a calculation step
const float A = (f+n)/(f-n);
const float B = -(2.0*f*n)/(f-n);
return B/(buf-A);
*/
// Hypothetically faster when f,n not precalced
/*
const float A = (f+n);
const float B = -(2.0*f*n);
return B/((f-n)*buf-A);
*/
//return depth_B/(buf-depth_A);
// get 1/z
return (buf-depth_A)/depth_B;
}
void main()
{
vec2 tc = gl_TexCoord[0].st;
float dbval = texture2D(tex1, tc).x;
vec4 color = texture2D(tex0, tc);
/*
if(dbval > 0.9999)
{
vec3 c = abs(tcolor.rgb - gl_Fog.color.rgb);
if(max(max(c.r,c.g),c.b) < 0.01)
discard;
}
*/
float db = getdepth(dbval);
/*
float doffs = (1.0/db < (1.0/soffs.y)/40.0
? 2.0
: 1.0);
*/
float doffs = 1.0;
float dxn1 = getdepth(texture2D(tex1, tc + soffs*doffs*vec2(-1.0, 0.0)).x);
float dxp1 = getdepth(texture2D(tex1, tc + soffs*doffs*vec2( 1.0, 0.0)).x);
float dyn1 = getdepth(texture2D(tex1, tc + soffs*doffs*vec2( 0.0,-1.0)).x);
float dyp1 = getdepth(texture2D(tex1, tc + soffs*doffs*vec2( 0.0, 1.0)).x);
float dxn2 = db - dxn1;
float dxp2 = dxp1 - db;
float dyn2 = db - dyn1;
float dyp2 = dyp1 - db;
const float dpurethres_min = 0.0006;
const float dpurethres_max = 0.0020;
const float dpurethres_delta = dpurethres_max-dpurethres_min;
float dpuregapx = abs(dxn2 - dxp2);
float dpuregapy = abs(dyn2 - dyp2);
float dpuregap = max(dpuregapx, dpuregapy)/db;
float distamp = length((tc*2.0-1.0)*(soffs.x/soffs)); // TODO: get correct FOV
float realdist = (1.0/db)*length(vec2(1.0, distamp));
float fog_strength = min(1.0, realdist/fog);
fog_strength *= fog_strength;
if(dpuregap > dpurethres_min)
{
color *= max(0.0, 1.0-(dpuregap-dpurethres_min)/dpurethres_delta);
/*
float color_acc = 1.0;
float fxaa_color_acc = 0.0;
vec4 fxaa_color = vec4(0.0);
if(dpuregapx > dpurethres_min)
{
color_acc *= 0.5;
fxaa_color_acc += 2.0;
fxaa_color += texture2D(tex0, tc + soffs*vec2(-1.0, 0.0));
fxaa_color += texture2D(tex0, tc + soffs*vec2( 1.0, 0.0));
}
if(dpuregapy > dpurethres_min)
{
color_acc *= 0.5;
fxaa_color_acc += 2.0;
fxaa_color += texture2D(tex0, tc + soffs*vec2( 0.0,-1.0));
fxaa_color += texture2D(tex0, tc + soffs*vec2( 0.0, 1.0));
}
if(fxaa_color_acc >= 1.0)
color = color_acc*color + (1.0-color_acc)*(fxaa_color/fxaa_color_acc);
*/
}
color.a = 1.0;
gl_FragColor = color * (1.0 - fog_strength)
+ gl_Fog.color * fog_strength;
}
]=]}