diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl new file mode 100644 index 0000000000..757e3e7aab --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl @@ -0,0 +1,59 @@ +/** + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect localLightMap; +uniform sampler2DRect sunLightMap; +uniform sampler2DRect giLightMap; +uniform sampler2D luminanceMap; +uniform sampler2DRect lightMap; + +uniform vec3 gi_lum_quad; +uniform vec3 sun_lum_quad; +uniform vec3 lum_quad; +uniform float lum_lod; +uniform vec4 ambient; + +uniform vec3 gi_quad; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; + + float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*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); + + vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; + + + float sun_lum = 1.0-lum; + sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z; + + float gi_lum = lum; + gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z; + gi_col *= 1.0/gi_lum; + + vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col; + + gl_FragColor.rgb = col.rgb; + gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a); + + //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; +} |