Files
SingularityViewer/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
2017-03-13 23:54:56 -05:00

143 lines
3.9 KiB
GLSL

/**
* @file blurLightF.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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2D depthMap;
uniform sampler2D normalMap;
uniform sampler2D lightMap;
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform vec2 kern_scale;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
vec2 getKern(int i)
{
vec2 kern[4];
kern[0] = vec2(0.3989422804,0.1994711402);
kern[1] = vec2(0.2419707245,0.1760326634);
kern[2] = vec2(0.0539909665,0.1209853623);
kern[3] = vec2(0.0044318484,0.0647587978);
return kern[i];
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2D(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
void main()
{
vec2 tc = vary_fragcoord.xy;
vec3 norm = texture2D(normalMap, tc).xyz;
norm = decode_normal(norm.xy); // unpack norm
vec3 pos = getPosition(tc).xyz;
vec4 ccol = texture2D(lightMap, tc).rgba;
vec2 dlt = delta / (vec2(1.0)+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
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'
vec4 col = defined_weight.xyxx * ccol;
// 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
float pointplanedist_tolerance_pow2 = pos.z*-0.001;
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
vec2 tc_v = fract(0.5 * tc.xy / kern_scale); // we now have floor(mod(tc,2.0))*0.5
float tc_mod = 2.0 * abs(tc_v.x - tc_v.y); // diff of x,y makes checkerboard
tc += ( (tc_mod - 0.5) * dlt * 0.5 ) * kern_scale;
for (int i = 1; i < 4; i++)
{
vec2 samptc = (tc + i * dlt);
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
vec4 weight = getKern(i).xyxx;
col += texture2D(lightMap, samptc)*weight;
defined_weight += weight.xy;
}
}
for (int i = 1; i < 4; i++)
{
vec2 samptc = (tc - i * dlt);
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
vec4 weight = getKern(i).xyxx;
col += texture2D(lightMap, samptc)*weight;
defined_weight += weight.xy;
}
}
col /= defined_weight.xyxx;
//col.y *= col.y; // delinearize SSAO effect post-blur // Singu note: Performed pre-blur as to remove blur requirement
frag_color = col;
}