/** * @file postDeferredF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2DRect diffuseRect; uniform sampler2DRect localLightMap; uniform sampler2DRect sunLightMap; uniform sampler2DRect giLightMap; uniform sampler2D luminanceMap; uniform sampler2DRect lightMap; uniform vec3 gi_lum_quad; uniform vec3 sun_lum_quad; uniform vec3 lum_quad; uniform float lum_lod; uniform vec4 ambient; uniform vec3 gi_quad; uniform vec2 screen_res; varying vec2 vary_fragcoord; void main() { vec2 tc = vary_fragcoord.xy; vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z; vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g; vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb; gi_col *= diff; vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; float sun_lum = 1.0-lum; sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z; float gi_lum = lum; gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z; gi_col *= 1.0/gi_lum; vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col; gl_FragColor.rgb = col.rgb; gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a); //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; }