-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.
101 lines
2.7 KiB
GLSL
101 lines
2.7 KiB
GLSL
/**
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* @file postgiF.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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#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 giLightMap;
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uniform sampler2D noiseMap;
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uniform vec2 kern[32];
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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 int kern_length;
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uniform float kern_scale;
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uniform vec3 blur_quad;
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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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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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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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vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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vec3 pos = getPosition(vary_fragcoord.xy).xyz;
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vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
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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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float defined_weight = kern[0].x;
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vec3 col = vec3(0.0);
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for (int i = 0; i < kern_length; i++)
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{
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vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
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vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
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sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
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float d = dot(norm.xyz, sampNorm);
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if (d > 0.8)
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{
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vec3 samppos = getPosition(tc.xy).xyz;
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samppos -= pos;
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if (dot(samppos,samppos) < -0.05*pos.z)
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{
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col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
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defined_weight += kern[i].x;
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}
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}
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}
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col /= defined_weight;
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//col = ccol;
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col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
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gl_FragColor.rgb = col;
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}
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