/** * @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; } float calc_cof(float depth) { float 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; sc *= 1.414; return sc; } void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) { float d = getDepth(tc); float sc = calc_cof(d); float wg = 0.25; vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; diff += wg*s; w += wg; } void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc) { float d = getDepth(tc); float sc = calc_cof(d); if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius || d < cur_depth) //sampled pixel is further away than current pixel { float wg = 0.25; vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; diff += wg*s; w += wg; } } 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 depth = getDepth(tc); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); { float w = 1.0; float sc = calc_cof(depth); sc = min(abs(sc), 10.0); float fd = depth*0.5f; float PI = 3.14159265358979323846264; // sample quite uniformly spaced points within a circle, for a circular 'bokeh' //if (depth < focal_distance) { while (sc > 0.5) { int its = int(max(1.0,(sc*3.7))); for (int i=0; i