Files
SingularityViewer/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
Shyotl ffb285c6ff Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.
-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.
2011-12-09 14:02:29 -06:00

68 lines
1.9 KiB
GLSL

/**
* @file dofCombineF.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
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect lightMap;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform float max_cof;
uniform float res_scale;
VARYING vec2 vary_fragcoord;
void main()
{
vec2 tc = vary_fragcoord.xy;
vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*res_scale);
vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
float a = min(diff.a * max_cof*res_scale*res_scale, 1.0);
if (a > 0.25 && a < 0.75)
{ //help out the transition a bit
float sc = a/res_scale;
vec4 col;
col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc));
col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
diff = mix(diff, col*0.25, a);
}
gl_FragColor = mix(diff, dof, a);
}