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SingularityViewer/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl

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GLSL

/**
* @file postDeferredF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect edgeMap;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D bloomMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
uniform float focal_distance;
uniform float blur_constant;
uniform float tan_pixel_angle;
uniform float magnification;
uniform mat4 inv_proj;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
float getDepth(vec2 pos_screen)
{
float z = texture2DRect(depthMap, pos_screen.xy).a;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
return p.z/p.w;
}
float calc_cof(float depth)
{
float sc = abs(depth-focal_distance)/-depth*blur_constant;
sc /= magnification;
// tan_pixel_angle = pixel_length/-depth;
float pixel_length = tan_pixel_angle*-focal_distance;
sc = sc/pixel_length;
sc *= 1.414;
return sc;
}
void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
{
float d = getDepth(tc);
float sc = calc_cof(d);
float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
{
float d = getDepth(tc);
float sc = calc_cof(d);
if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
|| d < cur_depth) //sampled pixel is further away than current pixel
{
float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
}
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
float sc = calc_cof(depth);
sc = min(abs(sc), 10.0);
float fd = depth*0.5f;
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
//if (depth < focal_distance)
{
while (sc > 0.5)
{
int its = int(max(1.0,(sc*3.7)));
for (int i=0; i<its; ++i)
{
float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
}
sc -= 1.0;
}
}
diff /= w;
}
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}