Fix deferred on mac. VBO cleanup. https://bitbucket.org/VirLinden/viewer-development-shining-fixes/changeset/853c76596bdb
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@@ -42,7 +42,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
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{
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vec4 s = texture2DRect(diffuseRect, tc);
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float sc = s.a*max_cof;
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float sc = abs(s.a*2.0-1.0)*max_cof;
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if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
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{
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@@ -57,6 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
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}
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}
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void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
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{
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vec4 s = texture2DRect(diffuseRect, tc);
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float wg = 0.25;
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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}
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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@@ -66,12 +80,30 @@ void main()
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{
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float w = 1.0;
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float sc = diff.a*max_cof;
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float sc = (diff.a*2.0-1.0)*max_cof;
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float PI = 3.14159265358979323846264;
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// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
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if (sc > 0.5)
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{
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while (sc > 0.5)
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{
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int its = int(max(1.0,(sc*3.7)));
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for (int i=0; i<its; ++i)
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{
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float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
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float samp_x = sc*sin(ang);
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float samp_y = sc*cos(ang);
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// you could test sample coords against an interesting non-circular aperture shape here, if desired.
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dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
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}
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sc -= 1.0;
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}
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}
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else if (sc < -0.5)
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{
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sc = abs(sc);
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while (sc > 0.5)
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{
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int its = int(max(1.0,(sc*3.7)));
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