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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl118
1 files changed, 64 insertions, 54 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 7a6b40006b..f377685045 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -36,86 +36,97 @@ float getDepth(vec2 pos_screen)
return p.z/p.w;
}
-void dofSample(inout vec4 diff, inout float w, float fd, float x, float y)
+float calc_cof(float depth)
+{
+ float 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;
+ sc *= 1.414;
+
+ return sc;
+}
+
+void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
{
- vec2 tc = vary_fragcoord.xy+vec2(x,y);
float d = getDepth(tc);
+ float sc = calc_cof(d);
+
float wg = 1.0;
- //if (d < fd)
- //{
- // diff += texture2DRect(diffuseRect, tc);
- // w = 1.0;
- //}
- if (d > fd)
- {
- wg = max(d/fd, 0.1);
- }
+
+ vec4 s = texture2DRect(diffuseRect, tc);
+ // de-weight dull areas to make highlights 'pop'
+ wg *= s.r+s.g+s.b;
+
+ diff += wg*s;
- 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)
+void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
{
- vec2 tc = vary_fragcoord.xy+vec2(x,y);
+ float d = getDepth(tc);
+
+ float sc = calc_cof(d);
+
+ if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
+ || d < cur_depth) //sampled pixel is further away than current pixel
+ {
+ float wg = 1.0;
- diff += texture2DRect(diffuseRect, tc);
- w += 1.0;
+ vec4 s = texture2DRect(diffuseRect, tc);
+ // de-weight dull areas to make highlights 'pop'
+ wg *= s.r+s.g+s.b;
+
+ diff += wg*s;
+
+ w += wg;
+ }
}
+
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
-
+
vec2 tc = vary_fragcoord.xy;
- float sc = 0.75;
+ float depth = getDepth(tc);
- float depth;
- depth = getDepth(tc);
-
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- { //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 sc = calc_cof(depth);
+ sc = min(abs(sc), 10.0);
float fd = depth*0.5f;
- while (sc > 0.5)
+ float PI = 3.14159265358979323846264;
+
+ // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
+ //if (depth < focal_distance)
{
- 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;
+ while (sc > 0.5)
+ {
+ int its = int(max(1.0,(sc*3.7)));
+ for (int i=0; i<its; ++i)
+ {
+ float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
+ float samp_x = sc*sin(ang);
+ float samp_y = sc*cos(ang);
+ // you could test sample coords against an interesting non-circular aperture shape here, if desired.
+ dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ }
+ sc -= 1.0;
+ }
}
diff /= w;
@@ -123,5 +134,4 @@ void main()
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
-
}