94 lines
2.7 KiB
GLSL
94 lines
2.7 KiB
GLSL
/**
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* @file postDeferredNoDoFF.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 diffuseRect;
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uniform sampler2D depthMap;
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uniform vec2 screen_res;
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in vec2 vary_fragcoord;
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//=================================
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// borrowed noise from:
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// <https://www.shadertoy.com/view/4dS3Wd>
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// By Morgan McGuire @morgan3d, http://graphicscodex.com
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//
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float hash(float n) { return fract(sin(n) * 1e4); }
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float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
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float noise(float x) {
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float i = floor(x);
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float f = fract(x);
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float u = f * f * (3.0 - 2.0 * f);
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return mix(hash(i), hash(i + 1.0), u);
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}
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float noise(vec2 x) {
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vec2 i = floor(x);
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vec2 f = fract(x);
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// Four corners in 2D of a tile
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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// Simple 2D lerp using smoothstep envelope between the values.
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// return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
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// mix(c, d, smoothstep(0.0, 1.0, f.x)),
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// smoothstep(0.0, 1.0, f.y)));
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// Same code, with the clamps in smoothstep and common subexpressions
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// optimized away.
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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//=============================
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vec3 clampHDRRange(vec3 color);
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void main()
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{
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vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
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#ifdef HAS_NOISE
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vec2 tc = vary_fragcoord.xy*screen_res*4.0;
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vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
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vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
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diff.rgb += nz*0.003;
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#endif
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diff.rgb = clampHDRRange(diff.rgb);
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frag_color = diff;
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gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;
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}
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