Add sobel filter as experimental shader option

This commit is contained in:
Imbris 2022-01-18 01:54:11 -05:00
parent abda8058fe
commit 6cfadc4f65
2 changed files with 28 additions and 1 deletions

View File

@ -154,6 +154,12 @@ vec3 _illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitte
// return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma)));
}
#ifdef EXPERIMENTAL_SOBEL
vec3 aa_sample(vec2 uv, vec2 off) {
return aa_apply(t_src_color, s_src_color, uv * screen_res.xy + off, screen_res.xy).rgb;
}
#endif
void main() {
/* if (medium.x == 1u) {
uv = clamp(uv + vec2(sin(uv.y * 16.0 + tick.x), sin(uv.x * 24.0 + tick.x)) * 0.005, 0, 1);
@ -199,6 +205,22 @@ void main() {
#endif
vec4 aa_color = aa_apply(t_src_color, s_src_color, uv * screen_res.xy, screen_res.xy);
#ifdef EXPERIMENTAL_SOBEL
vec3 s[8];
s[0] = aa_sample(uv, vec2(-1, 1));
s[1] = aa_sample(uv, vec2( 0, 1));
s[2] = aa_sample(uv, vec2( 1, 1));
s[3] = aa_sample(uv, vec2(-1, 0));
s[4] = aa_sample(uv, vec2( 1, 0));
s[5] = aa_sample(uv, vec2(-1, -1));
s[6] = aa_sample(uv, vec2( 0, -1));
s[7] = aa_sample(uv, vec2( 1, -1));
vec3 gx = s[0] + s[3] * 2.0 + s[5] - s[2] - s[4] * 2 - s[7];
vec3 gy = s[0] + s[1] * 2.0 + s[2] - s[5] - s[6] * 2 - s[7];
float mag = length(gx) + length(gy);
aa_color.rgb = mix(vec3(0.9), aa_color.rgb * 0.8, clamp(1.0 - mag * 0.3, 0.0, 1.0));
#endif
// Bloom
#ifdef BLOOM_FACTOR

View File

@ -423,7 +423,12 @@ pub enum ExperimentalShader {
Brickloren,
/// Remove the default procedural noise from terrain.
NoNoise,
/// Simulated a curved world.
/// Add a sobel filter that draws lines in post-process by detecting edges
/// inbetween colors. This does perform 8 times more texture samples in
/// post-processing so there is potentially a significant performance
/// impact especially with anti aliasing enabled.
Sobel,
/// Simulate a curved world.
CurvedWorld,
/// Adds extra detail to distant LoD (Level of Detail) terrain procedurally.
ProceduralLodDetail,