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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl145
1 files changed, 56 insertions, 89 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index cbd8d2ebfc..596d0274af 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -33,7 +33,6 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
@@ -45,100 +44,68 @@ uniform float kern_scale;
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
+vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- vec3 pos = getPosition(tc).xyz;
- vec4 ccol = texture2DRect(lightMap, tc).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
- 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_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++)
- {
- vec2 samptc = tc + kern[i].z*dlt;
- 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;
- }
- }
-
- for (int i = 1; i < 4; i++)
- {
- vec2 samptc = tc - kern[i].z*dlt;
- 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 /= defined_weight.xyxx;
- col.y *= col.y;
-
- frag_color = col;
+ vec3 norm = getNorm(tc);
+ vec3 pos = getPosition(tc).xyz;
+ vec4 ccol = texture2DRect(lightMap, tc).rgba;
+
+ vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
+ dlt /= max(-pos.z*dist_factor, 1.0);
+
+ vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+ vec4 col = defined_weight.xyxx * ccol;
+
+ // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
+ 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_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++)
+ {
+ vec2 samptc = tc + kern[i].z*dlt;
+ 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;
+ }
+ }
+
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 samptc = tc - kern[i].z*dlt;
+ 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 /= defined_weight.xyxx;
+ col.y *= col.y;
+
+ frag_color = col;
#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.
- vec3 dummy1 = kern[0];
- vec3 dummy2 = kern[3];
+ // 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.
+ vec3 dummy1 = kern[0];
+ vec3 dummy2 = kern[3];
#endif
}