diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 30 | 
1 files changed, 27 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 87931e42df..b61f37fe47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -47,6 +47,7 @@ vec3 linear_to_srgb(vec3 cl);  //	By Morgan McGuire @morgan3d, http://graphicscodex.com  //  float hash(float n) { return fract(sin(n) * 1e4); } +float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }  float noise(float x) {  	float i = floor(x); @@ -54,6 +55,28 @@ float noise(float x) {  	float u = f * f * (3.0 - 2.0 * f);  	return mix(hash(i), hash(i + 1.0), u);  } + +float noise(vec2 x) { +	vec2 i = floor(x); +	vec2 f = fract(x); + +	// Four corners in 2D of a tile +	float a = hash(i); +	float b = hash(i + vec2(1.0, 0.0)); +	float c = hash(i + vec2(0.0, 1.0)); +	float d = hash(i + vec2(1.0, 1.0)); + +	// Simple 2D lerp using smoothstep envelope between the values. +	// return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), +	//			mix(c, d, smoothstep(0.0, 1.0, f.x)), +	//			smoothstep(0.0, 1.0, f.y))); + +	// Same code, with the clamps in smoothstep and common subexpressions +	// optimized away. +	vec2 u = f * f * (3.0 - 2.0 * f); +	return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} +  //=============================  void main()  @@ -61,9 +84,10 @@ void main()      //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)      vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);      diff.rgb = linear_to_srgb(diff.rgb); -    vec3 seed = diff.rgb*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y)*2048; -    vec3 nz = vec3(noise(seed.r), noise(seed.g), noise(seed.b)); -    diff.rgb += nz*0.005; +    vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y); +    vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); +    diff.rgb += nz*0.008; +    //diff.rgb = nz;      frag_color = diff;  } | 
