/** * @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 near_focal_distance; uniform float far_focal_distance; 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); if (d < fd) { diff += texture2DRect(diffuseRect, tc); w += 1.0; } } 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[5]; depth[0] = getDepth(tc); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); if (depth[0] < far_focal_distance) { //pixel is behind far focal plane float w = 1.0; float fd = far_focal_distance; float sc = far_focal_distance - depth[0]; sc /= -far_focal_distance; sc = min(sc, 8.0); 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; } else { float fd = near_focal_distance; if (depth[0] > fd) { //pixel is in front of near focal plane //diff.r = 1.0; float w = 1.0; float sc = depth[0] - fd; sc = min(-sc/fd*16.0, 8.0); fd = depth[0]; while (sc > 1.0) { dofSampleNear(diff,w, sc,sc); dofSampleNear(diff,w, -sc,sc); dofSampleNear(diff,w, sc,-sc); dofSampleNear(diff,w, -sc,-sc); sc -= 0.5; float sc2 = sc*1.414; dofSampleNear(diff,w, 0,sc2); dofSampleNear(diff,w, 0,-sc2); dofSampleNear(diff,w, -sc2,0); dofSampleNear(diff,w, sc2,0); sc -= 0.5; } diff /= w; } } vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; }