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/**
* @file edgeF.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
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
varying vec2 vary_fragcoord;
uniform float depth_cutoff;
uniform float norm_cutoff;
uniform mat4 inv_proj;
uniform vec2 screen_res;
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;
}
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);
vec2 tc = vary_fragcoord.xy;
float sc = 0.75;
vec2 de;
de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
de /= depth;
de *= de;
de = step(depth_cutoff, de);
vec2 ne;
vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
ne.x = dot(nexnorm, norm);
vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
ne.y = dot(neynorm, norm);
ne = 1.0-ne;
ne = step(norm_cutoff, ne);
gl_FragColor.a = dot(de,de)+dot(ne,ne);
//gl_FragColor.a = dot(de,de);
}
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