diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 53 |
1 files changed, 31 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 596d0274af..08baf98686 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -23,26 +23,21 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; +uniform sampler2D normalMap; +uniform sampler2D lightMap; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; +uniform vec2 screen_res; uniform vec3 kern[4]; uniform float kern_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); @@ -52,8 +47,8 @@ void main() vec2 tc = vary_fragcoord.xy; vec3 norm = getNorm(tc); vec3 pos = getPosition(tc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; - + vec4 ccol = texture(lightMap, tc).rgba; + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -64,43 +59,57 @@ void main() float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) + tc *= screen_res; + float tc_mod = 0.5*(tc.x + tc.y); tc_mod -= floor(tc_mod); tc_mod *= 2.0; tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - for (int i = 1; i < 4; i++) + // TODO: move this to kern instead of building kernel per pixel + vec3 k[7]; + k[0] = kern[0]; + k[2] = kern[1]; + k[4] = kern[2]; + k[6] = kern[3]; + + k[1] = (k[0]+k[2])*0.5f; + k[3] = (k[2]+k[4])*0.5f; + k[5] = (k[4]+k[6])*0.5f; + + for (int i = 1; i < 7; i++) { - vec2 samptc = tc + kern[i].z*dlt; + vec2 samptc = tc + k[i].z*dlt*2.0; + samptc /= screen_res; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } - for (int i = 1; i < 4; i++) + for (int i = 1; i < 7; i++) { - vec2 samptc = tc - kern[i].z*dlt; + vec2 samptc = tc - k[i].z*dlt*2.0; + samptc /= screen_res; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } col /= defined_weight.xyxx; - col.y *= col.y; + //col.y *= col.y; - frag_color = col; + frag_color = max(col, vec4(0)); #ifdef IS_AMD_CARD // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. |