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 | 27 |
1 files changed, 18 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index bd5e9dd758..258a9b7c40 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -1,8 +1,8 @@ /** * @file blurLightF.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable @@ -10,13 +10,11 @@ uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; -uniform sampler2DRect giLightMap; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; -uniform vec3 kern[32]; -uniform int kern_length; +uniform vec3 kern[4]; uniform float kern_scale; varying vec2 vary_fragcoord; @@ -39,7 +37,8 @@ vec4 getPosition(vec2 pos_screen) void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(vary_fragcoord.xy).xyz; vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; @@ -50,7 +49,7 @@ void main() 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; - for (int i = 1; i < kern_length; i++) + for (int i = 1; i < 4; i++) { vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; vec3 samppos = getPosition(tc).xyz; @@ -61,12 +60,22 @@ void main() defined_weight += kern[i].xy; } } + for (int i = 1; i < 4; i++) + { + vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; + vec3 samppos = getPosition(tc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= 0.003) + { + col += texture2DRect(lightMap, tc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } col /= defined_weight.xyxx; gl_FragColor = col; - - //gl_FragColor = ccol; } + |