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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl76
1 files changed, 8 insertions, 68 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 985f44fb6c..f684e25df8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -30,13 +30,7 @@ out vec4 gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
-uniform sampler2DRect edgeMap;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2D bloomMap;
-uniform float depth_cutoff;
-uniform float norm_cutoff;
uniform float focal_distance;
uniform float blur_constant;
uniform float tan_pixel_angle;
@@ -47,59 +41,16 @@ uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-float getDepth(vec2 pos_screen)
+void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- 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 = abs(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 dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
-{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- float wg = 0.25;
-
vec4 s = texture2DRect(diffuseRect, tc);
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
-
- diff += wg*s;
-
- w += wg;
-}
-void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
-{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
- || d < cur_depth) //sampled pixel is further away than current pixel
+ float sc = s.a*10.0;
+
+ if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
{
float wg = 0.25;
- vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
@@ -109,30 +60,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve
}
}
-
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
vec2 tc = vary_fragcoord.xy;
- float depth = getDepth(tc);
-
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
- float sc = calc_cof(depth);
- sc = min(abs(sc), 10.0);
-
- float fd = depth*0.5f;
-
+ float sc = diff.a*10.0;
+
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
- //if (depth < focal_distance)
{
while (sc > 0.5)
{
@@ -143,7 +84,7 @@ 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, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
}
sc -= 1.0;
}
@@ -152,6 +93,5 @@ void main()
diff /= w;
}
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+ gl_FragColor = diff;
}