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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl86
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl76
2 files changed, 94 insertions, 68 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
new file mode 100644
index 0000000000..81f00f7d0f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -0,0 +1,86 @@
+/**
+ * @file cofF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect depthMap;
+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;
+
+float getDepth(vec2 pos_screen)
+{
+ float z = texture2DRect(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 main()
+{
+ vec2 tc = vary_fragcoord.xy;
+
+ float depth = getDepth(tc);
+
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+
+ float sc = calc_cof(depth);
+ sc = min(abs(sc), 10.0);
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor.rgb = diff.rgb + bloom.rgb;
+ gl_FragColor.a = sc/10.f;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 985f44fb6c..f684e25df8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -30,13 +30,7 @@ out vec4 gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
-uniform sampler2DRect edgeMap;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect 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;
@@ -47,59 +41,16 @@ uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-float getDepth(vec2 pos_screen)
+void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- float z = texture2DRect(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 dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
-{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- float wg = 0.25;
-
vec4 s = texture2DRect(diffuseRect, tc);
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
-
- diff += wg*s;
-
- w += wg;
-}
-void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 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 sc = s.a*10.0;
+
+ if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
{
float wg = 0.25;
- vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
@@ -109,30 +60,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve
}
}
-
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
vec2 tc = vary_fragcoord.xy;
- float depth = getDepth(tc);
-
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
- float sc = calc_cof(depth);
- sc = min(abs(sc), 10.0);
-
- float fd = depth*0.5f;
-
+ float sc = diff.a*10.0;
+
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
- //if (depth < focal_distance)
{
while (sc > 0.5)
{
@@ -143,7 +84,7 @@ void main()
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
}
sc -= 1.0;
}
@@ -152,6 +93,5 @@ void main()
diff /= w;
}
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+ gl_FragColor = diff;
}