Eevee: SSR: Blur Mipmaps more.

Cost is negligeable (Only 0.02 ms more) and it improve stability.
This commit is contained in:
Clément Foucault 2017-08-09 15:31:57 +02:00
parent 99f37bf2a2
commit 0ab8b93fdd
2 changed files with 25 additions and 13 deletions

View File

@ -8,8 +8,20 @@ out vec4 FragColor;
void main()
{
#if 0
/* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
FragColor = textureLod(source, uvs, 0.0);
#else
vec2 texel_size = 1.0 / vec2(textureSize(source, 0));
vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size;
vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
FragColor = textureLod(source, uvs + ofs.xy, 0.0);
FragColor += textureLod(source, uvs + ofs.xw, 0.0);
FragColor += textureLod(source, uvs + ofs.zy, 0.0);
FragColor += textureLod(source, uvs + ofs.zw, 0.0);
FragColor *= 0.25;
#endif
}

View File

@ -12,20 +12,20 @@ out vec4 FragColor;
void main()
{
/* Reconstructing Target uvs like this avoid missing pixels */
vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0).xy);
#if 0
/* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
#if 0 /* Slower and does not match the main framebuffer downsampling. */
/* Downsample with a 4x4 box filter */
vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
FragColor = textureLod(source, vec3(uvs, layer), 0.0);
#else
vec2 texel_size = 1.0 / vec2(textureSize(source, 0));
vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size;
vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
FragColor = texture(source, vec3(uvs + d.xy, layer)).rgba;
FragColor += texture(source, vec3(uvs + d.zy, layer)).rgba;
FragColor += texture(source, vec3(uvs + d.xw, layer)).rgba;
FragColor += texture(source, vec3(uvs + d.zw, layer)).rgba;
FragColor /= 4.0;
FragColor = textureLod(source, vec3(uvs + ofs.xy, layer), 0.0);
FragColor += textureLod(source, vec3(uvs + ofs.xw, layer), 0.0);
FragColor += textureLod(source, vec3(uvs + ofs.zy, layer), 0.0);
FragColor += textureLod(source, vec3(uvs + ofs.zw, layer), 0.0);
FragColor *= 0.25;
#endif
FragColor = texture(source, vec3(uvs, layer));
}