-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.
68 lines
1.9 KiB
GLSL
68 lines
1.9 KiB
GLSL
/**
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* @file dofCombineF.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 diffuseRect;
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uniform sampler2DRect lightMap;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform float max_cof;
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uniform float res_scale;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*res_scale);
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vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
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float a = min(diff.a * max_cof*res_scale*res_scale, 1.0);
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if (a > 0.25 && a < 0.75)
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{ //help out the transition a bit
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float sc = a/res_scale;
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vec4 col;
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col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc));
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col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
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col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
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col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
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diff = mix(diff, col*0.25, a);
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}
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gl_FragColor = mix(diff, dof, a);
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}
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