96 float angleP(
float zi,
float zj,
float delta)
98 return max(0.,zj-zi) / (delta/
S);
106 return angleP(zi,zj,delta);
124 return clamp((z-
Zm)/(
ZM-
Zm),0.,1.);
150 vec4 P = vec4(
L.xyz , -dot(
L.xyz,vec3(0.,0.,
t)) );
160 V = gl_TexCoord[0].st + di*vec2(
SX,
SY)*
N[c].xy;
165 Znp[c] = dot( vec4(di*vec2(
SX,
SY)*
N[c].xy,
Zn[c].x,1.) , P );
207 gl_FragColor = vec4(1.,1.,1.,
Z);
211 gl_FragColor = vec4(F,F,F,
Z);
218 Z = texture2D(
s2_depth,gl_TexCoord[0].st).r;
float obscurance(float zi, float zj, float delta)
void computeNeighbours8(float dist)
float computeObscurance(float F, float scale, float weight)
float angleP(float zi, float zj, float delta)
float ztransform(float z)
uniform sampler2D s2_depth