bgfx/examples/43-denoise/fs_denoise_deferred_combine.sc
2021-01-02 10:46:43 -08:00

62 lines
1.5 KiB
Scala

$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
#include "normal_encoding.sh"
SAMPLER2D(s_color, 0);
SAMPLER2D(s_normal, 1);
float ShadertoyNoise (vec2 uv) {
return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
int ModHelper (float a, float b)
{
return int( a - (b*floor(a/b)));
}
void main()
{
vec2 texCoord = v_texcoord0;
// mess with result so there's something to denosie
float sn = 1.0;
if (1.5 < u_noiseType)
{
sn = ShadertoyNoise(gl_FragCoord.xy + vec2(314.0, 159.0)*u_frameIdx);
sn = (sn < 0.5) ? 0.0 : 1.0;
}
else if (0.5 < u_noiseType)
{
// having trouble compiling for gles when using % or mod :(
int modCoordX = ModHelper(gl_FragCoord.x, 2.0);
int modCoordY = ModHelper(gl_FragCoord.y, 2.0);
int frameSelect = modCoordY * 2 + modCoordX;
int frameMod4 = ModHelper(u_frameIdx, 4.0);
sn = (frameSelect == frameMod4) ? 1.0 : 0.0;
}
vec4 normalRoughness = texture2D(s_normal, texCoord).xyzw;
vec3 normal = NormalDecode(normalRoughness.xyz);
float roughness = 0.5;
// need to get a valid view vector for any microfacet stuff :(
float gloss = 1.0-roughness;
float specPower = 1022.0 * gloss + 2.0;
vec3 light = normalize(vec3(-0.2, 1.0, -0.2));
float NdotL = saturate(dot(normal, light));
float diff = NdotL*0.99 + 0.01;
float spec = 5.0 * pow(NdotL, specPower);
float lightAmt = (diff + spec) * sn;
gl_FragColor = vec4(vec3_splat(lightAmt), 1.0);
}