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-rw-r--r--linden/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl87
1 files changed, 87 insertions, 0 deletions
diff --git a/linden/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/linden/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
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--- /dev/null
+++ b/linden/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
@@ -0,0 +1,87 @@
1/**
2 * @file postgiF.glsl
3 *
4 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
5 * $License$
6 */
7
8uniform sampler2DRect depthMap;
9uniform sampler2DRect normalMap;
10uniform sampler2DRect giLightMap;
11uniform sampler2D noiseMap;
12
13uniform vec2 kern[32];
14uniform float dist_factor;
15uniform float blur_size;
16uniform vec2 delta;
17uniform int kern_length;
18uniform float kern_scale;
19uniform vec3 blur_quad;
20
21varying vec2 vary_fragcoord;
22
23uniform mat4 inv_proj;
24uniform vec2 screen_res;
25
26vec4 getPosition(vec2 pos_screen)
27{
28 float depth = texture2DRect(depthMap, pos_screen.xy).a;
29 vec2 sc = pos_screen.xy*2.0;
30 sc /= screen_res;
31 sc -= vec2(1.0,1.0);
32 vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
33 vec4 pos = inv_proj * ndc;
34 pos /= pos.w;
35 pos.w = 1.0;
36 return pos;
37}
38
39float getDepth(vec2 pos_screen)
40{
41 float z = texture2DRect(depthMap, pos_screen.xy).a;
42 z = z*2.0-1.0;
43 vec4 ndc = vec4(0.0, 0.0, z, 1.0);
44 vec4 p = inv_proj*ndc;
45 return p.z/p.w;
46}
47
48void main()
49{
50 vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0;
51 float depth = getDepth(vary_fragcoord.xy);
52
53 vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
54 vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy);
55 dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0);
56 float defined_weight = kern[0].x;
57 vec3 col = ccol*kern[0].x;
58
59 for (int i = 0; i < kern_length; i++)
60 {
61 vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
62 vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0;
63
64 float d = dot(norm.xyz, sampNorm);
65
66 if (d > 0.5)
67 {
68 float sampdepth = getDepth(tc.xy);
69 sampdepth -= depth;
70 if (sampdepth*sampdepth < blur_quad.z)
71 {
72 col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
73 defined_weight += kern[i].x;
74 }
75 }
76 }
77
78 col /= defined_weight;
79
80 //col = ccol;
81
82 col = col*blur_quad.y;
83
84 gl_FragData[0].xyz = col;
85
86 //gl_FragColor = ccol;
87}