/** * @file postDeferredNoDoFF.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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D depthMap; uniform vec2 screen_res; in vec2 vary_fragcoord; //================================= // borrowed noise from: // // By Morgan McGuire @morgan3d, http://graphicscodex.com // float hash(float n) { return fract(sin(n) * 1e4); } float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float noise(float x) { float i = floor(x); float f = fract(x); float u = f * f * (3.0 - 2.0 * f); return mix(hash(i), hash(i + 1.0), u); } float noise(vec2 x) { vec2 i = floor(x); vec2 f = fract(x); // Four corners in 2D of a tile float a = hash(i); float b = hash(i + vec2(1.0, 0.0)); float c = hash(i + vec2(0.0, 1.0)); float d = hash(i + vec2(1.0, 1.0)); // Simple 2D lerp using smoothstep envelope between the values. // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), // mix(c, d, smoothstep(0.0, 1.0, f.x)), // smoothstep(0.0, 1.0, f.y))); // Same code, with the clamps in smoothstep and common subexpressions // optimized away. vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } //============================= void main() { vec4 diff = texture(diffuseRect, vary_fragcoord.xy); #ifdef HAS_NOISE vec2 tc = vary_fragcoord.xy*screen_res*4.0; vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); diff.rgb += nz*0.003; #endif frag_color = diff; gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; }