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path: root/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
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/**
 * @file postDeferredF.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 mat4 inv_proj;
uniform vec2 screen_res;
uniform float max_cof;
uniform float res_scale;

in vec2 vary_fragcoord;

void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
    vec4 s = texture(diffuseRect, tc);

    float sc = abs(s.a*2.0-1.0)*max_cof;

    if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
    {
        float wg = 0.25;

        // de-weight dull areas to make highlights 'pop'
        wg += s.r+s.g+s.b;

        diff += wg*s;

        w += wg;
    }
}

void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
    vec4 s = texture(diffuseRect, tc);

    float wg = 0.25;

    // de-weight dull areas to make highlights 'pop'
    wg += s.r+s.g+s.b;

    diff += wg*s;

    w += wg;
}

void main()
{
    vec2 tc = vary_fragcoord.xy;

    vec4 diff = texture(diffuseRect, vary_fragcoord.xy);

    {
        float w = 1.0;

        float sc = (diff.a*2.0-1.0)*max_cof;

        float PI = 3.14159265358979323846264;

        // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
        if (sc > 0.5)
        {
            while (sc > 0.5)
            {
                int its = int(max(1.0,(sc*3.7)));
                for (int i=0; i<its; ++i)
                {
                    float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
                    float samp_x = sc*sin(ang);
                    float samp_y = sc*cos(ang);
                    // you could test sample coords against an interesting non-circular aperture shape here, if desired.
                    dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
                }
                sc -= 1.0;
            }
        }
        else if (sc < -0.5)
        {
            sc = abs(sc);
            while (sc > 0.5)
            {
                int its = int(max(1.0,(sc*3.7)));
                for (int i=0; i<its; ++i)
                {
                    float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
                    float samp_x = sc*sin(ang);
                    float samp_y = sc*cos(ang);
                    // you could test sample coords against an interesting non-circular aperture shape here, if desired.
                    dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
                }
                sc -= 1.0;
            }
        }

        diff /= w;
    }

    frag_color = diff;
}