/** * @file cofF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; uniform sampler2DRect depthMap; 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 float max_cof; uniform mat4 inv_proj; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; float getDepth(vec2 pos_screen) { float z = texture2DRect(depthMap, pos_screen.xy).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; return p.z/p.w; } float calc_cof(float depth) { float sc = (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 main() { vec2 tc = vary_fragcoord.xy; float depth = getDepth(tc); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); sc = min(sc, max_cof); sc = max(sc, -max_cof); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); frag_color.rgb = diff.rgb + bloom.rgb; frag_color.a = sc/max_cof*0.5+0.5; }