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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/cofF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl20
1 files changed, 6 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 079d8458c9..d95a33a6be 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -23,19 +23,12 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect depthMap;
-uniform sampler2D bloomMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D depthMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
@@ -48,7 +41,7 @@ uniform float max_cof;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-VARYING vec2 vary_fragcoord;
+in vec2 vary_fragcoord;
float calc_cof(float depth)
{
@@ -69,19 +62,18 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
- float z = texture2DRect(depthMap, tc).r;
+ float z = texture(depthMap, tc).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
float depth = p.z/p.w;
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec4 diff = texture(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);
- frag_color.rgb = diff.rgb + bloom.rgb;
+ frag_color.rgb = diff.rgb;
frag_color.a = sc/max_cof*0.5+0.5;
}