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path: root/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl35
1 files changed, 23 insertions, 12 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..9bead273ff 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -33,8 +33,8 @@ out vec4 frag_color;
#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;
@@ -52,7 +52,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
vec3 norm = getNorm(tc);
vec3 pos = getPosition(tc).xyz;
- vec4 ccol = texture2DRect(lightMap, tc).rgba;
+ vec4 ccol = texture2D(lightMap, tc).rgba;
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
@@ -69,36 +69,47 @@ void main()
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;
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 += texture2D(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;
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 += texture2D(lightMap, samptc)*k[i].xyxx;
+ defined_weight += k[i].xy;
}
}
col /= defined_weight.xyxx;
- col.y *= col.y;
+ //col.y *= max(col.y, 0.75);
frag_color = col;