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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl40
-rw-r--r--indra/newview/llviewertexture.cpp7
4 files changed, 47 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 88fe3c3dee..e612efba61 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -57,7 +57,7 @@ float getDepth(vec2 pos_screen)
float calc_cof(float depth)
{
- float sc = abs(depth-focal_distance)/-depth*blur_constant;
+ float sc = (depth-focal_distance)/-depth*blur_constant;
sc /= magnification;
@@ -79,9 +79,10 @@ void main()
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
float sc = calc_cof(depth);
- sc = min(abs(sc), max_cof);
+ sc = min(sc, max_cof);
+ sc = max(sc, -max_cof);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor.rgb = diff.rgb + bloom.rgb;
- gl_FragColor.a = sc/max_cof;
+ gl_FragColor.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
index 21453aefaa..01e3505359 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -48,7 +48,7 @@ void main()
vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
- float a = min(diff.a * max_cof*res_scale*res_scale, 1.0);
+ float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0);
if (a > 0.25 && a < 0.75)
{ //help out the transition a bit
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 4603d99c5e..18d451bf87 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -42,7 +42,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
vec4 s = texture2DRect(diffuseRect, tc);
- float sc = s.a*max_cof;
+ float sc = abs(s.a*2.0-1.0)*max_cof;
if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
{
@@ -57,6 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
}
}
+void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
+{
+ vec4 s = texture2DRect(diffuseRect, tc);
+
+ float wg = 0.25;
+
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
+
+ diff += wg*s;
+
+ w += wg;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
@@ -66,12 +80,30 @@ void main()
{
float w = 1.0;
- float sc = diff.a*max_cof;
-
+ float sc = (diff.a*2.0-1.0)*max_cof;
+
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
+ if (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.
+ dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ }
+ sc -= 1.0;
+ }
+ }
+ else if (sc < -0.5)
{
+ sc = abs(sc);
while (sc > 0.5)
{
int its = int(max(1.0,(sc*3.7)));
@@ -86,7 +118,7 @@ void main()
sc -= 1.0;
}
}
-
+
diff /= w;
}
diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp
index 126d0f75e8..61236edc86 100644
--- a/indra/newview/llviewertexture.cpp
+++ b/indra/newview/llviewertexture.cpp
@@ -3163,8 +3163,13 @@ void LLViewerLODTexture::processTextureStats()
S32 current_discard = getDiscardLevel();
if (sDesiredDiscardBias > 0.0f && mBoostLevel < LLViewerTexture::BOOST_SCULPTED && current_discard >= 0)
{
+ if(desired_discard_bias_max <= sDesiredDiscardBias && !mForceToSaveRawImage)
+ {
+ //needs to release texture memory urgently
+ scaleDown() ;
+ }
// Limit the amount of GL memory bound each frame
- if ( BYTES_TO_MEGA_BYTES(sBoundTextureMemoryInBytes) > sMaxBoundTextureMemInMegaBytes * texmem_middle_bound_scale &&
+ else if ( BYTES_TO_MEGA_BYTES(sBoundTextureMemoryInBytes) > sMaxBoundTextureMemInMegaBytes * texmem_middle_bound_scale &&
(!getBoundRecently() || mDesiredDiscardLevel >= mCachedRawDiscardLevel))
{
scaleDown() ;