Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
138 lines
2.8 KiB
GLSL
138 lines
2.8 KiB
GLSL
/**
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* @file postDeferredF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect edgeMap;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2D bloomMap;
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uniform float depth_cutoff;
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uniform float norm_cutoff;
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uniform float focal_distance;
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uniform float blur_constant;
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uniform float tan_pixel_angle;
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uniform float magnification;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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float getDepth(vec2 pos_screen)
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{
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float z = texture2DRect(depthMap, pos_screen.xy).r;
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z = z*2.0-1.0;
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vec4 ndc = vec4(0.0, 0.0, z, 1.0);
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vec4 p = inv_proj*ndc;
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return p.z/p.w;
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}
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float calc_cof(float depth)
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{
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float sc = abs(depth-focal_distance)/-depth*blur_constant;
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sc /= magnification;
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// tan_pixel_angle = pixel_length/-depth;
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float pixel_length = tan_pixel_angle*-focal_distance;
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sc = sc/pixel_length;
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sc *= 1.414;
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return sc;
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}
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void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
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{
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float d = getDepth(tc);
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float sc = calc_cof(d);
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float wg = 0.25;
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vec4 s = texture2DRect(diffuseRect, tc);
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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}
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void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
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{
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float d = getDepth(tc);
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float sc = calc_cof(d);
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if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
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|| d < cur_depth) //sampled pixel is further away than current pixel
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{
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float wg = 0.25;
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vec4 s = texture2DRect(diffuseRect, tc);
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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}
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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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vec2 tc = vary_fragcoord.xy;
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float depth = getDepth(tc);
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vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
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{
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float w = 1.0;
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float sc = calc_cof(depth);
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sc = min(abs(sc), 10.0);
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float fd = depth*0.5f;
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float PI = 3.14159265358979323846264;
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// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
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//if (depth < focal_distance)
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{
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while (sc > 0.5)
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{
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int its = int(max(1.0,(sc*3.7)));
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for (int i=0; i<its; ++i)
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{
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float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
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float samp_x = sc*sin(ang);
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float samp_y = sc*cos(ang);
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// you could test sample coords against an interesting non-circular aperture shape here, if desired.
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dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
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}
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sc -= 1.0;
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}
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}
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diff /= w;
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}
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vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
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gl_FragColor = diff + bloom;
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}
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