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authorJuan Linietsky <reduzio@gmail.com>2017-09-07 20:16:33 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-09-07 20:16:33 -0300
commitc023a132d0a1ed0979aa94985257cf0568f44508 (patch)
tree33b506390c4929e19c1b97819dea9978595591a2 /drivers/gles3/shaders/effect_blur.glsl
parenteedb39091aaa1dc0b8f204844bb1eb270b2349f6 (diff)
Fixed orthogonal projection in all effects and post processes
Diffstat (limited to 'drivers/gles3/shaders/effect_blur.glsl')
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl13
1 files changed, 12 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index 09e522866c..b5f98a1244 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -168,7 +168,11 @@ void main() {
float depth = textureLod( dof_source_depth, uv_interp, 0.0).r;
depth = depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+#endif
float amount = smoothstep(dof_begin,dof_end,depth);
float k_accum=0.0;
@@ -182,8 +186,11 @@ void main() {
float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
-
+#endif
float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0);
tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect
@@ -221,7 +228,11 @@ void main() {
float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
+#endif
float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth);
tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect