/** * @file postDeferredF.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 #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif uniform sampler2DRect diffuseRect; uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; VARYING vec2 vary_fragcoord; void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { vec4 s = texture2DRect(diffuseRect, tc); float sc = s.a*max_cof; if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius { 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; vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); { float w = 1.0; float sc = diff.a*max_cof; float PI = 3.14159265358979323846264; // sample quite uniformly spaced points within a circle, for a circular 'bokeh' { while (sc > 0.5) { int its = int(max(1.0,(sc*3.7))); for (int i=0; i