/** * @file blurLightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform float blur_size; uniform vec2 delta; uniform vec3 kern[32]; uniform int kern_length; uniform float kern_scale; varying vec2 vary_fragcoord; void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; vec3 pos = texture2DRect(positionMap, vary_fragcoord.xy).xyz; vec2 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rg; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec2 col = defined_weight * ccol; for (int i = 1; i < kern_length; i++) { vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; vec3 samppos = texture2DRect(positionMap, tc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= 0.003) { col += texture2DRect(lightMap, tc).rg*kern[i].xy; defined_weight += kern[i].xy; } } col /= defined_weight; gl_FragColor = vec4(col.r, col.g, 0.0, 1.0); }