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authorDave Parks <davep@lindenlab.com>2011-05-25 15:51:15 -0500
committerDave Parks <davep@lindenlab.com>2011-05-25 15:51:15 -0500
commit9eea451a82379a61fa4a6cc2a55274e06cecbd58 (patch)
tree51f44405fa18b7a2354c22c0c4125f49e8b21d69 /indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
parent0d5a661e57239c3e5d46a55cf4e2d808f31121fe (diff)
SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl37
1 files changed, 24 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
index 4366376d99..edec83ea07 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
@@ -12,7 +12,7 @@
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
-uniform sampler2DMS lightMap;
+uniform sampler2DRect lightMap;
uniform float dist_factor;
uniform float blur_size;
@@ -25,12 +25,23 @@ varying vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+vec3 texture2DMS3(sampler2DMS tex, ivec2 tc)
{
- vec4 ret = vec4(0,0,0,0);
+ vec3 ret = vec3(0,0,0);
for (int i = 0; i < samples; i++)
{
- ret += texelFetch(tex, tc, i);
+ ret += texelFetch(tex, tc, i).rgb;
+ }
+
+ return ret/samples;
+}
+
+float texture2DMS1(sampler2DMS tex, ivec2 tc)
+{
+ float ret = 0;
+ for (int i = 0; i < samples; i++)
+ {
+ ret += texelFetch(tex, tc, i).r;
}
return ret/samples;
@@ -38,7 +49,7 @@ vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
vec4 getPosition(ivec2 pos_screen)
{
- float depth = texture2DMS(depthMap, pos_screen.xy).r;
+ float depth = texture2DMS1(depthMap, pos_screen.xy);
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -54,10 +65,10 @@ void main()
vec2 tc = vary_fragcoord.xy;
ivec2 itc = ivec2(tc);
- vec3 norm = texture2DMS(normalMap, itc).xyz;
+ vec3 norm = texture2DMS3(normalMap, itc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 pos = getPosition(itc).xyz;
- vec4 ccol = texture2DMS(lightMap, itc).rgba;
+ vec4 ccol = texture2DRect(lightMap, tc).rgba;
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
@@ -73,23 +84,23 @@ void main()
for (int i = 1; i < 4; i++)
{
- ivec2 samptc = ivec2(tc + kern[i].z*dlt);
- vec3 samppos = getPosition(samptc).xyz;
+ vec2 samptc = tc + kern[i].z*dlt;
+ vec3 samppos = getPosition(ivec2(samptc)).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DMS(lightMap, samptc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
for (int i = 1; i < 4; i++)
{
- ivec2 samptc = ivec2(tc - kern[i].z*dlt);
- vec3 samppos = getPosition(samptc).xyz;
+ vec2 samptc = vec2(tc - kern[i].z*dlt);
+ vec3 samppos = getPosition(ivec2(samptc)).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DMS(lightMap, samptc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}