diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index f06f8c870b..5ca39d6966 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -44,7 +44,7 @@ VARYING vec2 vary_fragcoord; void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseRect, tc); float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +63,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseRect, tc); float wg = 0.25; @@ -79,7 +79,7 @@ void main() { vec2 tc = vary_fragcoord.xy; - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); { float w = 1.0; @@ -93,14 +93,14 @@ void main() { while (sc > 0.5) { - int its = int(max(1.0,(sc*3.7))); + int its = int(max(1.0,(sc*3.7))); for (int i=0; i<its; ++i) { float ang = sc+i*2*PI/its; // sc is added for rotary perturbance float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res)); } sc -= 1.0; } @@ -117,7 +117,7 @@ void main() float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res)); } sc -= 1.0; } @@ -125,6 +125,6 @@ void main() diff /= w; } - + frag_color = diff; } |