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/**
* @file postDeferredF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect localLightMap;
uniform sampler2DRect sunLightMap;
uniform sampler2DRect giLightMap;
uniform sampler2DRect edgeMap;
uniform sampler2D luminanceMap;
uniform sampler2DRect lightMap;
uniform sampler2D lightFunc;
uniform sampler2D noiseMap;
uniform float sun_lum_scale;
uniform float sun_lum_offset;
uniform float lum_scale;
uniform float lum_lod;
uniform vec4 ambient;
uniform float gi_brightness;
uniform float gi_luminance;
uniform vec4 sunlight_color;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
void main()
{
vec2 tc = vary_fragcoord.xy;
vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod);
vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
float scol = texture2DRect(lightMap, vary_fragcoord.xy).r;
vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb;
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
gi_col = gi_col*(diff.rgb+spec.rgb*spec.a);
float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0);
lum *= sun_lum_scale;
sun_col *= 1.0+(lum*lum_scale*scol);
vec4 col;
col.rgb = gi_col+sun_col.rgb+local_col;
col.a = sun_col.a;
vec3 bcol = vec3(0,0,0);
float tweight = 0.0;
for (int i = 0; i < 16; i++)
{
float weight = (float(i)+1.0)/2.0;
bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight;
tweight += weight*weight;
}
bcol /= tweight;
bcol *= gi_luminance;
col.rgb += bcol*lum;
gl_FragColor = col;
//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
}
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