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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl79
1 files changed, 79 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
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index 0000000000..9612aee405
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+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
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+/**
+ * @file postgiF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2DRect giLightMap;
+uniform sampler2D noiseMap;
+
+uniform vec2 kern[32];
+uniform float dist_factor;
+uniform float blur_size;
+uniform vec2 delta;
+uniform int kern_length;
+uniform float kern_scale;
+uniform vec3 blur_quad;
+
+varying vec2 vary_fragcoord;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;
+ vec3 pos = getPosition(vary_fragcoord.xy).xyz;
+
+
+ vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
+ vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy);
+ dlt /= max(-pos.z*dist_factor, 1.0);
+ float defined_weight = kern[0].x;
+ vec3 col = vec3(0.0);
+
+ for (int i = 0; i < kern_length; i++)
+ {
+ vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
+ vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0;
+
+ float d = dot(norm.xyz, sampNorm);
+
+ if (d > 0.8)
+ {
+ vec3 samppos = getPosition(tc.xy).xyz;
+ samppos -= pos;
+ if (dot(samppos,samppos) < -0.05*pos.z)
+ {
+ col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
+ defined_weight += kern[i].x;
+ }
+ }
+ }
+
+ col /= defined_weight;
+
+ //col = ccol;
+
+ col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
+
+ gl_FragData[0].xyz = col;
+
+ //gl_FragColor = ccol;
+}