blob: 3c6700a871f4581508c2b503d7e8a0840f457ab5 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
|
/**
* @file blurLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform float blur_size;
uniform vec2 delta;
uniform vec3 kern[32];
uniform int kern_length;
uniform float kern_scale;
varying vec2 vary_fragcoord;
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
vec3 pos = texture2DRect(positionMap, vary_fragcoord.xy).xyz;
vec2 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rg;
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec2 col = defined_weight * ccol;
for (int i = 1; i < kern_length; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
vec3 samppos = texture2DRect(positionMap, tc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= 0.003)
{
col += texture2DRect(lightMap, tc).rg*kern[i].xy;
defined_weight += kern[i].xy;
}
}
col /= defined_weight;
gl_FragColor = vec4(col.r, col.g, 0.0, 1.0);
}
|