diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 118 |
1 files changed, 64 insertions, 54 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 7a6b40006b..f377685045 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -36,86 +36,97 @@ float getDepth(vec2 pos_screen) return p.z/p.w; } -void dofSample(inout vec4 diff, inout float w, float fd, float x, float y) +float calc_cof(float depth) +{ + float sc = abs(depth-focal_distance)/-depth*blur_constant; + + sc /= magnification; + + // tan_pixel_angle = pixel_length/-depth; + float pixel_length = tan_pixel_angle*-focal_distance; + + sc = sc/pixel_length; + sc *= 1.414; + + return sc; +} + +void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) { - vec2 tc = vary_fragcoord.xy+vec2(x,y); float d = getDepth(tc); + float sc = calc_cof(d); + float wg = 1.0; - //if (d < fd) - //{ - // diff += texture2DRect(diffuseRect, tc); - // w = 1.0; - //} - if (d > fd) - { - wg = max(d/fd, 0.1); - } + + vec4 s = texture2DRect(diffuseRect, tc); + // de-weight dull areas to make highlights 'pop' + wg *= s.r+s.g+s.b; + + diff += wg*s; - diff += texture2DRect(diffuseRect, tc+vec2(0.5,0.5))*wg*0.25; - diff += texture2DRect(diffuseRect, tc+vec2(-0.5,0.5))*wg*0.25; - diff += texture2DRect(diffuseRect, tc+vec2(0.5,-0.5))*wg*0.25; - diff += texture2DRect(diffuseRect, tc+vec2(-0.5,-0.5))*wg*0.25; w += wg; } -void dofSampleNear(inout vec4 diff, inout float w, float x, float y) +void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc) { - vec2 tc = vary_fragcoord.xy+vec2(x,y); + float d = getDepth(tc); + + float sc = calc_cof(d); + + if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius + || d < cur_depth) //sampled pixel is further away than current pixel + { + float wg = 1.0; - diff += texture2DRect(diffuseRect, tc); - w += 1.0; + vec4 s = texture2DRect(diffuseRect, tc); + // de-weight dull areas to make highlights 'pop' + wg *= s.r+s.g+s.b; + + diff += wg*s; + + w += wg; + } } + void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - + vec2 tc = vary_fragcoord.xy; - float sc = 0.75; + float depth = getDepth(tc); - float depth; - depth = getDepth(tc); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - { //pixel is behind far focal plane + { float w = 1.0; - sc = (abs(depth-focal_distance)/-depth)*blur_constant; - - sc /= magnification; - - // tan_pixel_angle = pixel_length/-depth; - float pixel_length = tan_pixel_angle*-focal_distance; - - sc = sc/pixel_length; - - //diff.r = sc; - - sc = min(abs(sc), 8.0); - - //sc = 4.0; + float sc = calc_cof(depth); + sc = min(abs(sc), 10.0); float fd = depth*0.5f; - while (sc > 0.5) + float PI = 3.14159265358979323846264; + + // sample quite uniformly spaced points within a circle, for a circular 'bokeh' + //if (depth < focal_distance) { - dofSample(diff,w, fd, sc,sc); - dofSample(diff,w, fd, -sc,sc); - dofSample(diff,w, fd, sc,-sc); - dofSample(diff,w, fd, -sc,-sc); - - sc -= 0.5; - float sc2 = sc*1.414; - dofSample(diff,w, fd, 0,sc2); - dofSample(diff,w, fd, 0,-sc2); - dofSample(diff,w, fd, -sc2,0); - dofSample(diff,w, fd, sc2,0); - 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. + dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y)); + } + sc -= 1.0; + } } diff /= w; @@ -123,5 +134,4 @@ void main() vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; - } |