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問題のイメージ

ぼかしを入れるたびになぜかこうなってしまい、本当に不思議でした。ブルームについても、ぼかしはすべてピクセル化されており、ぼかしを行うたびにこれが発生します。私は本当に問題が何であるか分かりません。

必要なバリアンス シャドウ マップをぼかすためのすべてのコードを次に示します。

GaussianBlurVertical フラグメント シェーダ..

#version 330 core

out vec4 FragColor; //fragment shader output

in vec2 _texcoord;  //input interpolated texture coordinate

uniform sampler2D textureMap; //the input image to blur

//constant kernel values for Gaussian smoothing
const float kernel[]=float[21] (0.000272337,  0.00089296, 0.002583865, 0.00659813,  0.014869116,
                                0.029570767, 0.051898313, 0.080381679, 0.109868729, 0.132526984, 
                                0.14107424,  0.132526984, 0.109868729, 0.080381679, 0.051898313, 
                                0.029570767, 0.014869116, 0.00659813,  0.002583865, 0.00089296, 0.000272337);

void main()
{ 
    //get the inverse of texture size
    vec2 delta = 1.0 / textureSize(textureMap,0);
    vec4 color = vec4(0);
    int  index = 20;

    //go through all neighbors and multiply the kernel value with the obtained 
    //colour from the input image
    for(int i =- 10; i <= 10; i++) {                
        color += kernel[index--] * texture(textureMap, _texcoord + (vec2(0, i * delta.y)));
    } 

    //return the filtered colour as fragment output
    FragColor =  vec4(color.xy,0,0);    
}

GuassianBlur 水平フラグメント シェーダ..

#version 330 core

out vec4 FragColor; //fragment shader output

in vec2 _texcoord;  //input interpolated texture coordinate

//uniform
uniform sampler2D textureMap;   //the input image to blur

//constant kernel values for Gaussian smoothing
const float kernel[]=float[21] (0.000272337,  0.00089296, 0.002583865, 0.00659813,  0.014869116,
                                0.029570767, 0.051898313, 0.080381679, 0.109868729, 0.132526984, 
                                0.14107424,  0.132526984, 0.109868729, 0.080381679, 0.051898313, 
                                0.029570767, 0.014869116, 0.00659813,  0.002583865, 0.00089296, 0.000272337);

void main()
{ 
    //get the inverse of texture size
    vec2 delta = 1.0 / textureSize(textureMap, 0);
    vec4 color = vec4(0);
    int  index = 20;

    //go through all neighbors and multiply the kernel value with the obtained 
    //colour from the input image
    for(int i =- 10; i <= 10; i++) {                
        color += kernel[index--] * texture(textureMap, _texcoord + (vec2(i * delta.x, 0)));
    }

    //return the filtered colour as fragment output
    FragColor =  vec4(color.xy, 0, 0);  
}

ステージをぼかす..

glBindFramebuffer(GL_FRAMEBUFFER, _filteredshadowmap_fbo);

glUseProgram(_program_blurH);
glUniform1i(_u_texture_map_h, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _shadowmap);
renderQuad();

glUseProgram(_program_blurV);
glUniform1i(_u_texture_map_v, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _shadowmap);
renderQuad();

glBindFramebuffer(GL_FRAMEBUFFER, 0);

ぼかし fbo を初期化しています。

// shadowmap blurring
        glGenFramebuffers(1, &_filteredshadowmap_fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, _filteredshadowmap_fbo);

        glGenTextures(1, &_filtered_shadowmap);

        glBindTexture(GL_TEXTURE_2D, _filtered_shadowmap);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);

        glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);

        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, SHADOW_QUALITY, SHADOW_QUALITY, 0, GL_RGBA, GL_FLOAT, NULL);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _filtered_shadowmap, 0);

        GLenum status2 = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        status2 != GL_FRAMEBUFFER_COMPLETE ? std::cerr << "Unable to create FBO" << std::endl : std::cout << "FBOs Were successful" << std::endl;

        glBindFramebuffer(GL_FRAMEBUFFER, 0);
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