/** * @file giDownsampleF.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 * $/LicenseInfo$ */ uniform sampler2DRect giLightMap; uniform vec2 kern[32]; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; uniform int kern_length; uniform float kern_scale; uniform vec3 blur_quad; varying vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; pos.w = 1.0; return pos; } 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; } void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm float depth = getDepth(vary_fragcoord.xy); vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy); dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0); float defined_weight = kern[0].x; vec3 col = ccol*kern[0].x; for (int i = 0; i < kern_length; i++) { vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm float d = dot(norm.xyz, sampNorm); if (d > 0.5) { float sampdepth = getDepth(tc.xy); sampdepth -= depth; if (sampdepth*sampdepth < blur_quad.z) { col += texture2DRect(giLightMap, tc).rgb*kern[i].x; defined_weight += kern[i].x; } } } col /= defined_weight; //col = ccol; col = col*blur_quad.y; gl_FragData[0].xyz = col; //gl_FragColor = ccol; }