121 lines
3.7 KiB
GLSL
121 lines
3.7 KiB
GLSL
/**
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* @file blurLightF.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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/*[EXTRA_CODE_HERE]*/
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out vec4 frag_color;
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uniform sampler2D normalMap;
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uniform sampler2D lightMap;
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uniform float dist_factor;
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uniform float blur_size;
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uniform vec2 delta;
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uniform vec2 screen_res;
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uniform vec3 kern[4];
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uniform float kern_scale;
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in vec2 vary_fragcoord;
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vec4 getPosition(vec2 pos_screen);
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vec4 getNorm(vec2 pos_screen);
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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vec4 norm = getNorm(tc);
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vec3 pos = getPosition(tc).xyz;
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vec4 ccol = texture(lightMap, tc).rgba;
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vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
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dlt /= max(-pos.z*dist_factor, 1.0);
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vec2 defined_weight = kern[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'
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vec4 col = defined_weight.xyxx * ccol;
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// 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
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float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
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// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
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tc *= screen_res;
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float tc_mod = 0.5*(tc.x + tc.y);
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tc_mod -= floor(tc_mod);
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tc_mod *= 2.0;
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tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 );
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// TODO: move this to kern instead of building kernel per pixel
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vec3 k[7];
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k[0] = kern[0];
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k[2] = kern[1];
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k[4] = kern[2];
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k[6] = kern[3];
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k[1] = (k[0]+k[2])*0.5f;
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k[3] = (k[2]+k[4])*0.5f;
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k[5] = (k[4]+k[6])*0.5f;
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for (int i = 1; i < 7; i++)
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{
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vec2 samptc = tc + k[i].z*dlt*2.0;
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samptc /= screen_res;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture(lightMap, samptc)*k[i].xyxx;
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defined_weight += k[i].xy;
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}
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}
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for (int i = 1; i < 7; i++)
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{
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vec2 samptc = tc - k[i].z*dlt*2.0;
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samptc /= screen_res;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture(lightMap, samptc)*k[i].xyxx;
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defined_weight += k[i].xy;
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}
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}
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col /= defined_weight.xyxx;
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//col.y *= col.y;
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frag_color = max(col, vec4(0));
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#ifdef IS_AMD_CARD
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// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
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vec3 dummy1 = kern[0];
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vec3 dummy2 = kern[3];
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#endif
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}
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