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+/**
+ * @file cofF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect depthMap;
+uniform sampler2D bloomMap;
+
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
+uniform float max_cof;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+VARYING vec2 vary_fragcoord;
+
+float getDepth(vec2 pos_screen)
+{
+ float z = texture2DRect(depthMap, pos_screen.xy).r;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ return p.z/p.w;
+}
+
+float calc_cof(float depth)
+{
+ float sc = (depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
+
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
+
+ sc = sc/pixel_length;
+ sc *= 1.414;
+
+ return sc;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+
+ float depth = getDepth(tc);
+
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+
+ float sc = calc_cof(depth);
+ sc = min(sc, max_cof);
+ sc = max(sc, -max_cof);
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor.rgb = diff.rgb + bloom.rgb;
+ gl_FragColor.a = sc/max_cof*0.5+0.5;
+}