molstar
Version:
A comprehensive macromolecular library.
9 lines (8 loc) • 3.43 kB
TypeScript
/**
* Copyright (c) 2019-2024 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
* @author Alexander Rose <alexander.rose@weirdbyte.de>
* @author Ludovic Autin <ludovic.autin@gmail.com>
*/
export declare const ssaoBlur_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform float uKernel[dOcclusionKernelSize];\nuniform float uBlurDepthBias;\n\nuniform float uBlurDirectionX;\nuniform float uBlurDirectionY;\n\nuniform mat4 uInvProjection;\nuniform float uNear;\nuniform float uFar;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nbool isBackground(const in float depth) {\n // checking for 1.0 is not enough, because of precision issues\n return depth >= 0.999;\n}\n\nbool isNearClip(const in float depth) {\n return depth == 0.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getPixelSize(const in vec2 coords, const in float depth) {\n vec3 viewPos0 = screenSpaceToViewSpace(vec3(coords, depth), uInvProjection);\n vec3 viewPos1 = screenSpaceToViewSpace(vec3(coords + vec2(1.0, 0.0) / uTexSize, depth), uInvProjection);\n return distance(viewPos0, viewPos1);\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n\n vec2 packedDepth = texture2D(tSsaoDepth, coords).zw;\n\n if (outsideBounds(coords)) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfDepth = unpackRGToUnitInterval(packedDepth);\n // (if background and if second pass) or if near clip\n if ((isBackground(selfDepth) && uBlurDirectionY != 0.0) || isNearClip(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfViewZ = getViewZ(selfDepth);\n float pixelSize = getPixelSize(coords, selfDepth);\n\n vec2 offset = vec2(uBlurDirectionX, uBlurDirectionY) / uTexSize;\n\n float sum = 0.0;\n float kernelSum = 0.0;\n // only if kernelSize is odd\n for (int i = -dOcclusionKernelSize / 2; i <= dOcclusionKernelSize / 2; i++) {\n if (abs(float(i)) > 1.0 && abs(float(i)) * pixelSize > 0.8) continue;\n\n vec2 sampleCoords = coords + float(i) * offset;\n if (outsideBounds(sampleCoords)) {\n continue;\n }\n\n vec4 sampleSsaoDepth = texture2D(tSsaoDepth, sampleCoords);\n\n float sampleDepth = unpackRGToUnitInterval(sampleSsaoDepth.zw);\n if (isBackground(sampleDepth) || isNearClip(sampleDepth)) {\n continue;\n }\n\n float sampleViewZ = getViewZ(sampleDepth);\n if (abs(selfViewZ - sampleViewZ) >= uBlurDepthBias) {\n continue;\n }\n\n float kernel = uKernel[int(abs(float(i)))]; // abs is not defined for int in webgl1\n float sampleValue = unpackRGToUnitInterval(sampleSsaoDepth.xy);\n\n sum += kernel * sampleValue;\n kernelSum += kernel;\n }\n gl_FragColor = vec4(packUnitIntervalToRG(sum / kernelSum), packedDepth);\n}\n";