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sample_dof.frag
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// Copyright Patricio Gonzalez Vivo, 2022 - http://patriciogonzalezvivo.com/
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_scene;
uniform sampler2D u_sceneDepth;
uniform vec3 u_camera;
uniform float u_cameraFarClip;
uniform float u_cameraNearClip;
uniform vec3 u_light;
uniform vec3 u_lightColor;
uniform float u_iblLuminance;
uniform samplerCube u_cubeMap;
uniform vec3 u_SH[9];
#ifdef LIGHT_SHADOWMAP
uniform sampler2D u_lightShadowMap;
uniform mat4 u_lightMatrix;
varying vec4 v_lightCoord;
#endif
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_position;
#ifdef MODEL_VERTEX_COLOR
varying vec4 v_color;
#endif
#ifdef MODEL_VERTEX_NORMAL
varying vec3 v_normal;
#endif
#ifdef MODEL_VERTEX_TEXCOORD
varying vec2 v_texcoord;
#endif
#define RESOLUTION u_resolution
#define SURFACE_POSITION v_position
#define CAMERA_POSITION u_camera
#define IBL_LUMINANCE u_iblLuminance
// #define LIGHT_POSITION u_light
#define LIGHT_DIRECTION u_light
#define LIGHT_COLOR u_lightColor
#define LIGHT_COORD v_lightCoord
// #include "lygia/lighting/atmosphere.glsl"
// #ifndef SCENE_CUBEMAP
// #define ENVMAP_FNC(NORM, ROUGHNESS, METALLIC) atmosphere(NORM, normalize(u_light))
// #endif
#include "lygia/sample/clamp2edge.glsl"
// #define SAMPLEDOF_DEBUG
#define SAMPLEDOF_BLUR_SIZE 12.
#define SAMPLEDOF_COLOR_SAMPLE_FNC(TEX, UV) sampleClamp2edge(TEX, UV).rgb
#define SAMPLEDOF_DEPTH_SAMPLE_FNC(TEX, UV) linearizeDepth( sampleClamp2edge(TEX, UV).r, u_cameraNearClip, u_cameraFarClip)
#include "lygia/space/linearizeDepth.glsl"
#include "lygia/sample/dof.glsl"
#include "lygia/lighting/pbr.glsl"
#include "lygia/lighting/material/new.glsl"
float checkBoard(vec2 uv, vec2 _scale) {
uv = floor(fract(uv * _scale) * 2.0);
return min(1.0, uv.x + uv.y) - (uv.x * uv.y);
}
void main(void) {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec2 pixel = 1.0/u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
vec2 uv = st;
#if defined(POSTPROCESSING)
color.rgb = sampleDoF(u_scene, u_sceneDepth, st, 1.9, 2.).rgb;
#else
Material material = materialNew();
material.roughness = 0.1;
#if defined(FLOOR) && defined(MODEL_VERTEX_TEXCOORD)
material.albedo.rgb = vec3(0.5) + checkBoard(v_texcoord, vec2(8.0)) * 0.5;
#endif
color.rgb = pbr(material).rgb;
#endif
gl_FragColor = color;
}