diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl | 133 |
1 files changed, 0 insertions, 133 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl deleted file mode 100644 index 62ae5f917a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl +++ /dev/null @@ -1,133 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS edgeMap; -uniform sampler2DMS depthMap; -uniform sampler2DMS 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; -uniform float magnification; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -varying vec2 vary_fragcoord; - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ - vec4 ret = vec4(0,0,0,0); - for (int i = 0; i < samples; ++i) - { - ret += texelFetch(tex, tc, i); - } - - return ret/samples; -} - -float getDepth(ivec2 pos_screen) -{ - float z = texture2DMS(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 dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 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 wg = 0.25; - - vec4 s = texture2DMS(diffuseRect, tc); - // de-weight dull areas to make highlights 'pop' - wg += s.r+s.g+s.b; - - diff += wg*s; - - w += wg; - } -} - - -void main() -{ - ivec2 itc = ivec2(vary_fragcoord.xy); - - vec3 norm = texture2DMS(normalMap, itc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - float depth = getDepth(itc); - - vec4 diff = texture2DMS(diffuseRect, itc); - - { - float w = 1.0; - - float sc = calc_cof(depth); - sc = min(abs(sc), 10.0); - - float fd = depth*0.5f; - - float PI = 3.14159265358979323846264; - - int isc = int(sc); - - // sample quite uniformly spaced points within a circle, for a circular 'bokeh' - //if (depth < focal_distance) - { - for (int x = -isc; x <= isc; x+=2) - { - for (int y = -isc; y <= isc; y+=2) - { - ivec2 cur_samp = ivec2(x,y); - float cur_sc = length(vec2(cur_samp)); - if (cur_sc < sc) - { - dofSample(diff, w, cur_sc, depth, itc+cur_samp); - } - } - } - } - - diff /= w; - } - - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; -} |