diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl | 70 |
1 files changed, 3 insertions, 67 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index a9c28b2974..45267e4403 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -23,78 +23,14 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -// NOTE screenMap should always be texture channel 0 and -// depthmap should always be channel 1 uniform sampler2D diffuseRect; -uniform sampler2D depthMap; - -uniform float resScale; -uniform float znear; -uniform float zfar; - -VARYING vec2 vary_texcoord0; -// get linear depth value given a depth buffer sample d and znear and zfar values -float linearDepth(float d, float znear, float zfar); +in vec2 vary_texcoord0; void main() { -#if 0 - float w[9]; - - float c = 1.0/16.0; //corner weight - float e = 1.0/8.0; //edge weight - float m = 1.0/4.0; //middle weight - - //float wsum = c*4+e*4+m; - - w[0] = c; w[1] = e; w[2] = c; - w[3] = e; w[4] = m; w[5] = e; - w[6] = c; w[7] = e; w[8] = c; - - vec2 tc[9]; - - float ed = 1; - float cd = 1; - - - tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd); - tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0); - tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1); - - vec3 color = vec3(0,0,0); - - for (int i = 0; i < 9; ++i) - { - color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; - //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5; - } - - //color /= wsum; - - frag_color = vec4(color, 1.0); -#else - float depth = texture(depthMap, vary_texcoord0.xy).r; - float dist = linearDepth(depth, znear, zfar); - - // convert linear depth to distance - vec3 v; - v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0; - v.z = 1.0; - v = normalize(v); - dist /= v.z; - - vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb; - frag_color = vec4(col, dist/256.0); -#endif + vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb; + frag_color = vec4(col, 0.0); } |