diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 30 |
1 files changed, 27 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 87931e42df..b61f37fe47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -47,6 +47,7 @@ vec3 linear_to_srgb(vec3 cl); // By Morgan McGuire @morgan3d, http://graphicscodex.com // float hash(float n) { return fract(sin(n) * 1e4); } +float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float noise(float x) { float i = floor(x); @@ -54,6 +55,28 @@ float noise(float x) { float u = f * f * (3.0 - 2.0 * f); return mix(hash(i), hash(i + 1.0), u); } + +float noise(vec2 x) { + vec2 i = floor(x); + vec2 f = fract(x); + + // Four corners in 2D of a tile + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + + // Simple 2D lerp using smoothstep envelope between the values. + // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), + // mix(c, d, smoothstep(0.0, 1.0, f.x)), + // smoothstep(0.0, 1.0, f.y))); + + // Same code, with the clamps in smoothstep and common subexpressions + // optimized away. + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + //============================= void main() @@ -61,9 +84,10 @@ void main() //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); diff.rgb = linear_to_srgb(diff.rgb); - vec3 seed = diff.rgb*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y)*2048; - vec3 nz = vec3(noise(seed.r), noise(seed.g), noise(seed.b)); - diff.rgb += nz*0.005; + vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y); + vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); + diff.rgb += nz*0.008; + //diff.rgb = nz; frag_color = diff; } |