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May 23, 2021 19:07
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// Great example of the use of Lygia samplers functions https://github.com/patriciogonzalezvivo/lygia/tree/main/sample | |
// and GlslViewer https://github.com/patriciogonzalezvivo/glslViewer | |
// on the Looking Glass Display | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform sampler2D u_buffer0; | |
uniform sampler2D u_buffer1; | |
uniform sampler2D u_scene; | |
uniform sampler2D u_sceneDepth; | |
uniform vec3 u_camera; | |
uniform float u_cameraFarClip; | |
uniform float u_cameraNearClip; | |
uniform vec3 u_holoPlayTile; | |
uniform vec4 u_holoPlayCalibration; // dpi, pitch, slope, center | |
uniform vec2 u_holoPlayRB; // ri, bi | |
uniform vec3 u_light; | |
uniform vec2 u_resolution; | |
varying vec4 v_position; | |
varying vec4 v_color; | |
varying vec3 v_normal; | |
varying vec2 v_texcoord; | |
#ifdef LIGHT_SHADOWMAP | |
uniform sampler2D u_lightShadowMap; | |
uniform mat4 u_lightMatrix; | |
varying vec4 v_lightCoord; | |
#endif | |
#ifdef MODEL_VERTEX_TANGENT | |
varying mat3 v_tangentToWorld; | |
varying vec4 v_tangent; | |
#endif | |
#include "lygia/space/linearizeDepth.glsl" | |
// #define TEXTUREDOF_DEBUG | |
#define TEXTUREDOF_DEPTH_FNC(UV) linearizeDepth(texture2D(texDepth,UV).r, u_cameraNearClip, u_cameraFarClip * 0.002) | |
#include "lygia/sample/textureDoF.glsl" | |
#include "lygia/sample/textureShadow.glsl" | |
#define TEXTUREQUILT_SAMPLE_FNC(UV) textureDoF(u_scene, u_sceneDepth, UV, .835, 10.) | |
#include "lygia/sample/textureQuilt.glsl" | |
void main(void) { | |
vec3 color = vec3(0.0); | |
vec2 uv = v_texcoord; | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
vec2 pixel = 1./u_resolution.xy; | |
#ifdef BACKGROUND | |
color.rgb += uv.y * 0.2; | |
#elif defined(POSTPROCESSING) | |
color = textureQuilt(u_scene, u_holoPlayCalibration, u_holoPlayTile, st, u_resolution); | |
#else | |
color += v_color; | |
float shade = smoothstep(-1.0, 1.0, dot(v_normal, normalize(u_light))); | |
#ifdef LIGHT_SHADOWMAP | |
shade *= 1.0 - step(textureShadow(u_lightShadowMap, v_lightCoord), v_lightCoord.z - 0.005) * 0.5; | |
#endif | |
color *= shade; | |
#endif | |
gl_FragColor = vec4(color, 1.0); | |
} |
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