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 | 80 |
1 files changed, 35 insertions, 45 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 02712e0a5b..7c89c01ea4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -17,8 +17,10 @@ uniform sampler2D bloomMap; uniform float depth_cutoff; uniform float norm_cutoff; -uniform float near_focal_distance; -uniform float far_focal_distance; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -39,11 +41,22 @@ void dofSample(inout vec4 diff, inout float w, float fd, float x, float y) vec2 tc = vary_fragcoord.xy+vec2(x,y); float d = getDepth(tc); - if (d < fd) + float wg = 1.0; + //if (d < fd) + //{ + // diff += texture2DRect(diffuseRect, tc); + // w = 1.0; + //} + if (d > fd) { - diff += texture2DRect(diffuseRect, tc); - w += 1.0; + wg = max(d/fd, 0.1); } + + diff += texture2DRect(diffuseRect, tc+vec2(0.5,0.5))*wg*0.25; + diff += texture2DRect(diffuseRect, tc+vec2(-0.5,0.5))*wg*0.25; + diff += texture2DRect(diffuseRect, tc+vec2(0.5,-0.5))*wg*0.25; + diff += texture2DRect(diffuseRect, tc+vec2(-0.5,-0.5))*wg*0.25; + w += wg; } void dofSampleNear(inout vec4 diff, inout float w, float x, float y) @@ -64,22 +77,30 @@ void main() float sc = 0.75; - float depth[5]; - depth[0] = getDepth(tc); + float depth; + depth = getDepth(tc); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - if (depth[0] < far_focal_distance) { //pixel is behind far focal plane float w = 1.0; - float fd = (depth[0]-far_focal_distance)*0.5+far_focal_distance; - float sc = far_focal_distance - depth[0]; - sc /= near_focal_distance-far_focal_distance; + 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; + + //diff.r = sc; - sc = sqrt(sc); + sc = min(abs(sc), 8.0); - sc = min(sc, 8.0); + //sc = 4.0; + + float fd = depth*0.5f; while (sc > 1.0) { @@ -96,41 +117,10 @@ void main() dofSample(diff,w, fd, sc2,0); sc -= 0.5; } + diff /= w; } - else - { - float fd = near_focal_distance; - if (depth[0] > fd) - { //pixel is in front of near focal plane - //diff.r = 1.0; - float w = 1.0; - float sc = near_focal_distance-depth[0]; - sc /= near_focal_distance; - sc *= 8.0; - sc = min(sc, 8.0); - - fd = depth[0]; - while (sc > 1.0) - { - dofSampleNear(diff,w, sc,sc); - dofSampleNear(diff,w, -sc,sc); - dofSampleNear(diff,w, sc,-sc); - dofSampleNear(diff,w, -sc,-sc); - - sc -= 0.5; - float sc2 = sc*1.414; - dofSampleNear(diff,w, 0,sc2); - dofSampleNear(diff,w, 0,-sc2); - dofSampleNear(diff,w, -sc2,0); - dofSampleNear(diff,w, sc2,0); - sc -= 0.5; - } - diff /= w; - } - } - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; |