diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 117 |
1 files changed, 79 insertions, 38 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 03c2e63fb1..7c89c01ea4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -17,6 +17,10 @@ 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; @@ -32,55 +36,92 @@ float getDepth(vec2 pos_screen) return p.z/p.w; } +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); + + float wg = 1.0; + //if (d < fd) + //{ + // diff += texture2DRect(diffuseRect, tc); + // w = 1.0; + //} + if (d > fd) + { + 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) +{ + vec2 tc = vary_fragcoord.xy+vec2(x,y); + + diff += texture2DRect(diffuseRect, tc); + w += 1.0; +} + void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(vary_fragcoord.xy); + vec2 tc = vary_fragcoord.xy; float sc = 0.75; - vec2 de; - de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); - de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); - de /= depth; - de *= de; - de = step(depth_cutoff, de); - - vec2 ne; - vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; - nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm - ne.x = dot(nexnorm, norm); - vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; - neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm - ne.y = dot(neynorm, norm); - - ne = 1.0-ne; - - ne = step(norm_cutoff, ne); - - float edge_weight = clamp(dot(de,de)+dot(ne,ne), 0.0, 1.0); - //edge_weight *= 0.0; - - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + float depth; + depth = getDepth(tc); + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,1))*edge_weight; - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,-1))*edge_weight; - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,1))*edge_weight; - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,-1))*edge_weight; - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,0))*edge_weight; - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,0))*edge_weight; - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,1))*edge_weight; - diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,-1))*edge_weight; - - diff /= 1.0+edge_weight*8.0; - vec4 blur = texture2DRect(edgeMap, vary_fragcoord.xy); - - //gl_FragColor = vec4(edge_weight,edge_weight,edge_weight, 1.0); + { //pixel is behind far focal plane + float w = 1.0; + + 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 = min(abs(sc), 8.0); + + //sc = 4.0; + + float fd = depth*0.5f; + + while (sc > 1.0) + { + dofSample(diff,w, fd, sc,sc); + dofSample(diff,w, fd, -sc,sc); + dofSample(diff,w, fd, sc,-sc); + dofSample(diff,w, fd, -sc,-sc); + + sc -= 0.5; + float sc2 = sc*1.414; + dofSample(diff,w, fd, 0,sc2); + dofSample(diff,w, fd, 0,-sc2); + dofSample(diff,w, fd, -sc2,0); + dofSample(diff,w, fd, sc2,0); + sc -= 0.5; + } + + diff /= w; + } + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; - //gl_FragColor.r = edge_weight; } |