diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 93 | 
1 files changed, 60 insertions, 33 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 7e41b07f8a..03c2e63fb1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -10,50 +10,77 @@  #extension GL_ARB_texture_rectangle : enable  uniform sampler2DRect diffuseRect; -uniform sampler2DRect localLightMap; -uniform sampler2DRect sunLightMap; -uniform sampler2DRect giLightMap; -uniform sampler2D	  luminanceMap; -uniform sampler2DRect lightMap; +uniform sampler2DRect edgeMap; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D bloomMap; -uniform vec3 lum_quad; -uniform float lum_lod; -uniform vec4 ambient; - -uniform vec3 gi_quad; +uniform float depth_cutoff; +uniform float norm_cutoff; +uniform mat4 inv_proj;  uniform vec2 screen_res; +  varying vec2 vary_fragcoord; +float getDepth(vec2 pos_screen) +{ +	float z = texture2DRect(depthMap, pos_screen.xy).a; +	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; +} +  void main()   { +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; +	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	float depth = getDepth(vary_fragcoord.xy); +	  	vec2 tc = vary_fragcoord.xy; -	vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; -	float luminance = lum.r; -	luminance = luminance*lum_quad.y+lum_quad.z; - -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - -	float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g; -			 -	vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; -	gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb; -	gi_col *= diff; -	vec4 sun_col =	texture2DRect(sunLightMap, vary_fragcoord.xy); +	float sc = 0.75; +	 +	vec2 de; +	de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); +	de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); +	de /= depth; +	de *= de; +	de = step(depth_cutoff, de); +	 +	vec2 ne; +	vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; +	nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm +	ne.x = dot(nexnorm, norm); +	vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; +	neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm +	ne.y = dot(neynorm, norm); +	 +	ne = 1.0-ne; +	 +	ne = step(norm_cutoff, ne); +	 +	float edge_weight = clamp(dot(de,de)+dot(ne,ne), 0.0, 1.0); +	//edge_weight *= 0.0; +	 +	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); +	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,1))*edge_weight; +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,-1))*edge_weight; +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,1))*edge_weight; +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,-1))*edge_weight; +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,0))*edge_weight; +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,0))*edge_weight; +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,1))*edge_weight; +	diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,-1))*edge_weight; -	vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; -		 -		 -	sun_col *= 1.0/min(luminance, 1.0); -	gi_col *= 1.0/luminance; -		 -	vec3 col = sun_col.rgb+gi_col+local_col; +	diff /= 1.0+edge_weight*8.0; -	gl_FragColor.rgb = col.rgb; -	col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));  +	vec4 blur = texture2DRect(edgeMap, vary_fragcoord.xy); -	gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a); +	//gl_FragColor = vec4(edge_weight,edge_weight,edge_weight, 1.0); +	gl_FragColor = diff + bloom; +	//gl_FragColor.r = edge_weight; -	//gl_FragColor.rgb = vec3(lum_lod);  } | 
