e4s-sdk/gamedata/shaders/r2/ssao_blur.ps
2026-06-17 23:06:51 +03:00

39 lines
893 B
PostScript

uniform float4 screen_res;
uniform sampler2D s_occ;
half ssao_blur_ps(half2 centerTC)
{
// low weight center sample - will be used on edges
float fSumWeight = 0.025f;
float2 centerData = tex2D(s_occ, centerTC);
float fOcclusion = centerData.r * fSumWeight;
float centerDepth = centerData.g;
float2 arrOffsets[4] =
{
float2( 1,-1),
float2(-1,-1),
float2( 1, 1),
float2(-1, 1)
};
for(int i=0; i<4; i++)
{
float2 sampleTC = centerTC + screen_res.zw * arrOffsets[i];
float2 sampleData = tex2D(s_occ, sampleTC);
float fDepth = sampleData.g;
float fDiff = 8*abs(fDepth-centerDepth)/min(fDepth,centerDepth);
float fWeight = saturate(1-fDiff);
fOcclusion += sampleData.r * fWeight;
fSumWeight += fWeight;
}
fOcclusion /= fSumWeight;
return fOcclusion;
}