diff options
author | Dave Parks <davep@lindenlab.com> | 2011-12-08 17:49:56 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-12-08 17:49:56 -0600 |
commit | ca4eab69b9b1ed42f3128635ef1f278600b59118 (patch) | |
tree | 1c77706223770593008c64b92711cb85f4e79896 /indra/newview/app_settings | |
parent | f9f247c5a6f2f7d3b730244f8fc10c880cdb1bed (diff) |
SH-2680 Bring back blurred edges on objects closer than the near focal plane.
Diffstat (limited to 'indra/newview/app_settings')
3 files changed, 41 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 88fe3c3dee..e612efba61 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -57,7 +57,7 @@ float getDepth(vec2 pos_screen) float calc_cof(float depth) { - float sc = abs(depth-focal_distance)/-depth*blur_constant; + float sc = (depth-focal_distance)/-depth*blur_constant; sc /= magnification; @@ -79,9 +79,10 @@ void main() vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); - sc = min(abs(sc), max_cof); + sc = min(sc, max_cof); + sc = max(sc, -max_cof); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor.rgb = diff.rgb + bloom.rgb; - gl_FragColor.a = sc/max_cof; + gl_FragColor.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 21453aefaa..01e3505359 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -48,7 +48,7 @@ void main() vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); - float a = min(diff.a * max_cof*res_scale*res_scale, 1.0); + float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); if (a > 0.25 && a < 0.75) { //help out the transition a bit diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 4603d99c5e..18d451bf87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -42,7 +42,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { vec4 s = texture2DRect(diffuseRect, tc); - float sc = s.a*max_cof; + float sc = abs(s.a*2.0-1.0)*max_cof; if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius { @@ -57,6 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) } } +void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) +{ + vec4 s = texture2DRect(diffuseRect, tc); + + float wg = 0.25; + + // de-weight dull areas to make highlights 'pop' + wg += s.r+s.g+s.b; + + diff += wg*s; + + w += wg; +} + void main() { vec2 tc = vary_fragcoord.xy; @@ -66,12 +80,30 @@ void main() { float w = 1.0; - float sc = diff.a*max_cof; - + float sc = (diff.a*2.0-1.0)*max_cof; + float PI = 3.14159265358979323846264; // sample quite uniformly spaced points within a circle, for a circular 'bokeh' + if (sc > 0.5) + { + while (sc > 0.5) + { + int its = int(max(1.0,(sc*3.7))); + for (int i=0; i<its; ++i) + { + float ang = sc+i*2*PI/its; // sc is added for rotary perturbance + float samp_x = sc*sin(ang); + float samp_y = sc*cos(ang); + // you could test sample coords against an interesting non-circular aperture shape here, if desired. + dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); + } + sc -= 1.0; + } + } + else if (sc < -0.5) { + sc = abs(sc); while (sc > 0.5) { int its = int(max(1.0,(sc*3.7))); @@ -86,7 +118,7 @@ void main() sc -= 1.0; } } - + diff /= w; } |