diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl new file mode 100644 index 0000000000..51ab579e3c --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -0,0 +1,80 @@ +/** + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; + +uniform sampler2DRect localLightMap; +uniform sampler2DRect sunLightMap; +uniform sampler2DRect giLightMap; +uniform sampler2DRect edgeMap; + +uniform sampler2D luminanceMap; + +uniform sampler2DRect lightMap; + +uniform sampler2D lightFunc; +uniform sampler2D noiseMap; + +uniform float sun_lum_scale; +uniform float sun_lum_offset; +uniform float lum_scale; +uniform float lum_lod; +uniform vec4 ambient; +uniform float gi_brightness; +uniform float gi_luminance; + +uniform vec4 sunlight_color; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod); + + vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); + vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; + + float scol = texture2DRect(lightMap, vary_fragcoord.xy).r; + + vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb; + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + gi_col = gi_col*(diff.rgb+spec.rgb*spec.a); + + float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0); + + lum *= sun_lum_scale; + + sun_col *= 1.0+(lum*lum_scale*scol); + + vec4 col; + col.rgb = gi_col+sun_col.rgb+local_col; + + col.a = sun_col.a; + + vec3 bcol = vec3(0,0,0); + float tweight = 0.0; + for (int i = 0; i < 16; i++) + { + float weight = (float(i)+1.0)/2.0; + bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight; + tweight += weight*weight; + } + + bcol /= tweight; + bcol *= gi_luminance; + col.rgb += bcol*lum; + + gl_FragColor = col; + //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; +} |