91 lines
2.2 KiB
GLSL
91 lines
2.2 KiB
GLSL
/**
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* @file cofF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect depthMap;
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uniform sampler2D bloomMap;
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uniform float depth_cutoff;
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uniform float norm_cutoff;
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uniform float focal_distance;
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uniform float blur_constant;
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uniform float tan_pixel_angle;
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uniform float magnification;
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uniform float max_cof;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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VARYING vec2 vary_fragcoord;
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float getDepth(vec2 pos_screen)
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{
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float z = texture2DRect(depthMap, pos_screen.xy).r;
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z = z*2.0-1.0;
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vec4 ndc = vec4(0.0, 0.0, z, 1.0);
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vec4 p = inv_proj*ndc;
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return p.z/p.w;
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}
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float calc_cof(float depth)
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{
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float sc = (depth-focal_distance)/-depth*blur_constant;
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sc /= magnification;
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// tan_pixel_angle = pixel_length/-depth;
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float pixel_length = tan_pixel_angle*-focal_distance;
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sc = sc/pixel_length;
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sc *= 1.414;
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return sc;
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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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float depth = getDepth(tc);
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vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
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float sc = calc_cof(depth);
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sc = min(sc, max_cof);
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sc = max(sc, -max_cof);
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vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
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frag_color.rgb = diff.rgb + bloom.rgb;
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frag_color.a = sc/max_cof*0.5+0.5;
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}
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