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authorDave Parks <davep@lindenlab.com>2010-11-21 02:53:33 -0600
committerDave Parks <davep@lindenlab.com>2010-11-21 02:53:33 -0600
commite4b502793da09c746d3b0c13782ec9ffb90c54d2 (patch)
tree88064086c4001360c6acb542427b064ca158a331 /indra/newview/app_settings/shaders/class1
parent6866900e9267fd9d2b694e3d68187d4bb0162424 (diff)
Fake anti-aliasing for deferred rendering as an alternative to real anti-aliasing.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl93
1 files changed, 60 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 7e41b07f8a..03c2e63fb1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -10,50 +10,77 @@
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D luminanceMap;
-uniform sampler2DRect lightMap;
+uniform sampler2DRect edgeMap;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2D bloomMap;
-uniform vec3 lum_quad;
-uniform float lum_lod;
-uniform vec4 ambient;
-
-uniform vec3 gi_quad;
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+uniform mat4 inv_proj;
uniform vec2 screen_res;
+
varying vec2 vary_fragcoord;
+float getDepth(vec2 pos_screen)
+{
+ float z = texture2DRect(depthMap, pos_screen.xy).a;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ return p.z/p.w;
+}
+
void main()
{
+ vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ float depth = getDepth(vary_fragcoord.xy);
+
vec2 tc = vary_fragcoord.xy;
- vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
- float luminance = lum.r;
- luminance = luminance*lum_quad.y+lum_quad.z;
-
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
-
- float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
- gi_col *= diff;
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
+ float sc = 0.75;
+
+ vec2 de;
+ de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
+ de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
+ de /= depth;
+ de *= de;
+ de = step(depth_cutoff, de);
+
+ vec2 ne;
+ vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
+ nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
+ ne.x = dot(nexnorm, norm);
+ vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
+ neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
+ ne.y = dot(neynorm, norm);
+
+ ne = 1.0-ne;
+
+ ne = step(norm_cutoff, ne);
+
+ float edge_weight = clamp(dot(de,de)+dot(ne,ne), 0.0, 1.0);
+ //edge_weight *= 0.0;
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,-1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,-1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,0))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,0))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,-1))*edge_weight;
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
-
-
- sun_col *= 1.0/min(luminance, 1.0);
- gi_col *= 1.0/luminance;
-
- vec3 col = sun_col.rgb+gi_col+local_col;
+ diff /= 1.0+edge_weight*8.0;
- gl_FragColor.rgb = col.rgb;
- col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));
+ vec4 blur = texture2DRect(edgeMap, vary_fragcoord.xy);
- gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a);
+ //gl_FragColor = vec4(edge_weight,edge_weight,edge_weight, 1.0);
+ gl_FragColor = diff + bloom;
+ //gl_FragColor.r = edge_weight;
- //gl_FragColor.rgb = vec3(lum_lod);
}