-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
117 lines
3.4 KiB
GLSL
117 lines
3.4 KiB
GLSL
/**
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* @file blurLightF.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 gl_FragColor;
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#endif
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2DRect lightMap;
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uniform float dist_factor;
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uniform float blur_size;
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uniform vec2 delta;
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uniform vec3 kern[4];
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uniform float kern_scale;
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VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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vec3 getKern(int i)
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{
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return kern[i];
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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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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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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vec3 pos = getPosition(tc).xyz;
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vec4 ccol = texture2DRect(lightMap, tc).rgba;
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vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
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dlt /= max(-pos.z*dist_factor, 1.0);
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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'
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vec4 col = defined_weight.xyxx * ccol;
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// 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
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float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
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// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
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float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
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tc_mod -= floor(tc_mod);
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tc_mod *= 2.0;
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tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
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for (int i = 1; i < 4; i++)
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{
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vec2 samptc = tc + getKern(i).z*dlt;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
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defined_weight += getKern(i).xy;
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}
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}
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for (int i = 1; i < 4; i++)
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{
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vec2 samptc = tc - getKern(i).z*dlt;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
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defined_weight += getKern(i).xy;
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}
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}
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col /= defined_weight.xyxx;
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col.y *= col.y;
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gl_FragColor = col;
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}
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