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examples/protonect/src/shader Expand file tree Collapse file tree 2 files changed +4
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lines changed Original file line number Diff line number Diff line change @@ -49,7 +49,7 @@ layout(location = 1) out vec3 FilterA;
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layout (location = 2 ) out vec3 FilterB;
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layout (location = 3 ) out uint MaxEdgeTest;
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- void filter (ivec2 uv)
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+ void applyBilateralFilter (ivec2 uv)
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{
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vec3 threshold = vec3 ((Params.joint_bilateral_ab_threshold * Params.joint_bilateral_ab_threshold) / (Params.ab_multiplier * Params.ab_multiplier));
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vec3 joint_bilateral_exp = vec3 (Params.joint_bilateral_exp);
@@ -117,7 +117,7 @@ void main(void)
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{
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ivec2 uv = ivec2 (FragmentIn.TexCoord.x, FragmentIn.TexCoord.y);
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- filter (uv);
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+ applyBilateralFilter (uv);
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vec3 norm = sqrt (FilterA * FilterA + FilterB * FilterB);
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float i = min (dot (norm, vec3 (0.333333333 * Params.ab_multiplier * Params.ab_output_multiplier)), 65535.0 );
Original file line number Diff line number Diff line change @@ -46,7 +46,7 @@ in VertexData {
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layout (location = 0 ) out vec4 Debug;
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layout (location = 1 ) out float FilterDepth;
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- void filter (ivec2 uv)
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+ void applyEdgeAwareFilter (ivec2 uv)
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{
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vec2 v = texelFetch(DepthAndIrSum, uv).xy;
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@@ -128,7 +128,7 @@ void main(void)
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{
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ivec2 uv = ivec2 (FragmentIn.TexCoord.x, FragmentIn.TexCoord.y);
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- filter (uv);
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+ applyEdgeAwareFilter (uv);
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Debug = vec4 (vec3 (FilterDepth / Params.max_depth), 1 );
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}
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