/** * @file postDeferredF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect diffuseRect; uniform sampler2DRect edgeMap; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; 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 mat4 inv_proj; uniform vec2 screen_res; varying vec2 vary_fragcoord; float getDepth(vec2 pos_screen) { float z = texture2DRect(depthMap, pos_screen.xy).a; 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; } void dofSample(inout vec4 diff, inout float w, float fd, float x, float y) { vec2 tc = vary_fragcoord.xy+vec2(x,y); float d = getDepth(tc); float wg = 1.0; //if (d < fd) //{ // diff += texture2DRect(diffuseRect, tc); // w = 1.0; //} if (d > fd) { wg = max(d/fd, 0.1); } 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) { vec2 tc = vary_fragcoord.xy+vec2(x,y); diff += texture2DRect(diffuseRect, tc); w += 1.0; } 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; 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 fd = depth*0.5f; while (sc > 1.0) { 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; } diff /= w; } vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; }