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path: root/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl47
1 files changed, 47 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index 07384ebe9b..32b0a1ac8e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -33,10 +33,57 @@ uniform sampler2D depthMap;
uniform vec2 screen_res;
in vec2 vary_fragcoord;
+//=================================
+// borrowed noise from:
+// <https://www.shadertoy.com/view/4dS3Wd>
+// By Morgan McGuire @morgan3d, http://graphicscodex.com
+//
+float hash(float n) { return fract(sin(n) * 1e4); }
+float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
+
+float noise(float x) {
+ float i = floor(x);
+ float f = fract(x);
+ float u = f * f * (3.0 - 2.0 * f);
+ return mix(hash(i), hash(i + 1.0), u);
+}
+
+float noise(vec2 x) {
+ vec2 i = floor(x);
+ vec2 f = fract(x);
+
+ // Four corners in 2D of a tile
+ float a = hash(i);
+ float b = hash(i + vec2(1.0, 0.0));
+ float c = hash(i + vec2(0.0, 1.0));
+ float d = hash(i + vec2(1.0, 1.0));
+
+ // Simple 2D lerp using smoothstep envelope between the values.
+ // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
+ // mix(c, d, smoothstep(0.0, 1.0, f.x)),
+ // smoothstep(0.0, 1.0, f.y)));
+
+ // Same code, with the clamps in smoothstep and common subexpressions
+ // optimized away.
+ vec2 u = f * f * (3.0 - 2.0 * f);
+ return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
+}
+
+//=============================
+
+
+
void main()
{
vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
+#ifdef HAS_NOISE
+ vec2 tc = vary_fragcoord.xy*screen_res*4.0;
+ vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
+ vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
+ diff.rgb += nz*0.003;
+#endif
+
frag_color = diff;
gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;