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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl133
1 files changed, 133 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
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index 0000000000..62ae5f917a
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+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
@@ -0,0 +1,133 @@
+/**
+ * @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;
+}