summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl')
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl67
1 files changed, 51 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index f400eb7a5b..968a5f6b3d 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -46,11 +46,6 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 getKern(int i)
-{
- return kern[i];
-}
-
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -64,18 +59,53 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+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;
+}
+#endif
+
void main()
{
vec2 tc = vary_fragcoord.xy;
vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ 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 = getKern(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'
+ 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
@@ -85,28 +115,33 @@ void main()
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) * getKern(1).z * dlt * 0.5 );
+ tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc + getKern(i).z*dlt;
- vec3 samppos = getPosition(samptc).xyz;
+ 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)*getKern(i).xyxx;
- defined_weight += getKern(i).xy;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
}
}
+
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc - getKern(i).z*dlt;
- vec3 samppos = getPosition(samptc).xyz;
+ 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)*getKern(i).xyxx;
- defined_weight += getKern(i).xy;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
}
}