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/**
* @file cofF.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
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect depthMap;
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 float max_cof;
uniform mat4 inv_proj;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
float getDepth(vec2 pos_screen)
{
float z = texture2DRect(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 = (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 main()
{
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
float sc = calc_cof(depth);
sc = min(sc, max_cof);
sc = max(sc, -max_cof);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
frag_color.rgb = diff.rgb + bloom.rgb;
frag_color.a = sc/max_cof*0.5+0.5;
}
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