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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl80
1 files changed, 35 insertions, 45 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 02712e0a5b..7c89c01ea4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -17,8 +17,10 @@ uniform sampler2D bloomMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
-uniform float near_focal_distance;
-uniform float far_focal_distance;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -39,11 +41,22 @@ void dofSample(inout vec4 diff, inout float w, float fd, float x, float y)
vec2 tc = vary_fragcoord.xy+vec2(x,y);
float d = getDepth(tc);
- if (d < fd)
+ float wg = 1.0;
+ //if (d < fd)
+ //{
+ // diff += texture2DRect(diffuseRect, tc);
+ // w = 1.0;
+ //}
+ if (d > fd)
{
- diff += texture2DRect(diffuseRect, tc);
- w += 1.0;
+ wg = max(d/fd, 0.1);
}
+
+ diff += texture2DRect(diffuseRect, tc+vec2(0.5,0.5))*wg*0.25;
+ diff += texture2DRect(diffuseRect, tc+vec2(-0.5,0.5))*wg*0.25;
+ diff += texture2DRect(diffuseRect, tc+vec2(0.5,-0.5))*wg*0.25;
+ diff += texture2DRect(diffuseRect, tc+vec2(-0.5,-0.5))*wg*0.25;
+ w += wg;
}
void dofSampleNear(inout vec4 diff, inout float w, float x, float y)
@@ -64,22 +77,30 @@ void main()
float sc = 0.75;
- float depth[5];
- depth[0] = getDepth(tc);
+ float depth;
+ depth = getDepth(tc);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- if (depth[0] < far_focal_distance)
{ //pixel is behind far focal plane
float w = 1.0;
- float fd = (depth[0]-far_focal_distance)*0.5+far_focal_distance;
- float sc = far_focal_distance - depth[0];
- sc /= near_focal_distance-far_focal_distance;
+ 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;
+
+ //diff.r = sc;
- sc = sqrt(sc);
+ sc = min(abs(sc), 8.0);
- sc = min(sc, 8.0);
+ //sc = 4.0;
+
+ float fd = depth*0.5f;
while (sc > 1.0)
{
@@ -96,41 +117,10 @@ void main()
dofSample(diff,w, fd, sc2,0);
sc -= 0.5;
}
+
diff /= w;
}
- else
- {
- float fd = near_focal_distance;
- if (depth[0] > fd)
- { //pixel is in front of near focal plane
- //diff.r = 1.0;
- float w = 1.0;
- float sc = near_focal_distance-depth[0];
- sc /= near_focal_distance;
- sc *= 8.0;
- sc = min(sc, 8.0);
-
- fd = depth[0];
- while (sc > 1.0)
- {
- dofSampleNear(diff,w, sc,sc);
- dofSampleNear(diff,w, -sc,sc);
- dofSampleNear(diff,w, sc,-sc);
- dofSampleNear(diff,w, -sc,-sc);
-
- sc -= 0.5;
- float sc2 = sc*1.414;
- dofSampleNear(diff,w, 0,sc2);
- dofSampleNear(diff,w, 0,-sc2);
- dofSampleNear(diff,w, -sc2,0);
- dofSampleNear(diff,w, sc2,0);
- sc -= 0.5;
- }
- diff /= w;
- }
- }
-
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;