/** * @file blurLightF.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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2D depthMap; uniform sampler2D normalMap; uniform sampler2D lightMap; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; uniform vec2 kern_scale; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; vec2 getKern(int i) { vec2 kern[4]; kern[0] = vec2(0.3989422804,0.1994711402); kern[1] = vec2(0.2419707245,0.1760326634); kern[2] = vec2(0.0539909665,0.1209853623); kern[3] = vec2(0.0044318484,0.0647587978); return kern[i]; } vec4 getPosition(vec2 pos_screen) { float depth = texture2D(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc -= vec2(1.0,1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; pos.w = 1.0; return pos; } vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); return n.xy / f + 0.5; } vec3 decode_normal (vec2 enc) { vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); vec3 n; n.xy = fenc*g; n.z = 1-f/2; return n; } void main() { vec2 tc = vary_fragcoord.xy; vec3 norm = texture2D(normalMap, tc).xyz; norm = decode_normal(norm.xy); // unpack norm vec3 pos = getPosition(tc).xyz; vec4 ccol = texture2D(lightMap, tc).rgba; vec2 dlt = delta / (vec2(1.0)+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances float pointplanedist_tolerance_pow2 = pos.z*-0.001; // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large vec2 tc_v = fract(0.5 * tc.xy / kern_scale); // we now have floor(mod(tc,2.0))*0.5 float tc_mod = 2.0 * abs(tc_v.x - tc_v.y); // diff of x,y makes checkerboard tc += ( (tc_mod - 0.5) * dlt * 0.5 ) * kern_scale; for (int i = 1; i < 4; i++) { vec2 samptc = (tc + i * dlt); vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { vec4 weight = getKern(i).xyxx; col += texture2D(lightMap, samptc)*weight; defined_weight += weight.xy; } } for (int i = 1; i < 4; i++) { vec2 samptc = (tc - i * dlt); vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { vec4 weight = getKern(i).xyxx; col += texture2D(lightMap, samptc)*weight; defined_weight += weight.xy; } } col /= defined_weight.xyxx; //col.y *= col.y; // delinearize SSAO effect post-blur // Singu note: Performed pre-blur as to remove blur requirement frag_color = col; }