/** * @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 #extension GL_ARB_texture_multisample : enable uniform sampler2DMS diffuseRect; uniform sampler2DMS edgeMap; uniform sampler2DMS depthMap; uniform sampler2DMS 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; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { vec4 ret = vec4(0,0,0,0); for (int i = 0; i < samples; ++i) { ret += texelFetch(tex, tc, i); } return ret/samples; } float getDepth(ivec2 pos_screen) { float z = texture2DMS(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 = 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 dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 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 = texture2DMS(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; diff += wg*s; w += wg; } } void main() { ivec2 itc = ivec2(vary_fragcoord.xy); vec3 norm = texture2DMS(normalMap, itc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float depth = getDepth(itc); vec4 diff = texture2DMS(diffuseRect, itc); { float w = 1.0; float sc = calc_cof(depth); sc = min(abs(sc), 10.0); float fd = depth*0.5f; float PI = 3.14159265358979323846264; int isc = int(sc); // sample quite uniformly spaced points within a circle, for a circular 'bokeh' //if (depth < focal_distance) { for (int x = -isc; x <= isc; x+=2) { for (int y = -isc; y <= isc; y+=2) { ivec2 cur_samp = ivec2(x,y); float cur_sc = length(vec2(cur_samp)); if (cur_sc < sc) { dofSample(diff, w, cur_sc, depth, itc+cur_samp); } } } } diff /= w; } vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; }