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Alchemy Viewer
Alchemy Viewer
Commits
719e3f14
Commit
719e3f14
authored
13 years ago
by
David Parks
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SH-1374 Integrate bokeh depth of field effect from Tofu, but preserve edge detection.
parent
af6133df
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1 changed file
indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+64
-54
64 additions, 54 deletions
...w/app_settings/shaders/class1/deferred/postDeferredF.glsl
with
64 additions
and
54 deletions
indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+
64
−
54
View file @
719e3f14
...
@@ -36,86 +36,97 @@ float getDepth(vec2 pos_screen)
...
@@ -36,86 +36,97 @@ float getDepth(vec2 pos_screen)
return
p
.
z
/
p
.
w
;
return
p
.
z
/
p
.
w
;
}
}
void
dofSample
(
inout
vec4
diff
,
inout
float
w
,
float
fd
,
float
x
,
float
y
)
float
calc_cof
(
float
depth
)
{
float
sc
=
abs
(
depth
-
focal_distance
)
/-
depth
*
blur_constant
;
sc
/=
magnification
;
// tan_pixel_angle = pixel_length/-depth;
float
pixel_length
=
tan_pixel_angle
*-
focal_distance
;
sc
=
sc
/
pixel_length
;
sc
*=
1
.
414
;
return
sc
;
}
void
dofSampleNear
(
inout
vec4
diff
,
inout
float
w
,
float
cur_sc
,
vec2
tc
)
{
{
vec2
tc
=
vary_fragcoord
.
xy
+
vec2
(
x
,
y
);
float
d
=
getDepth
(
tc
);
float
d
=
getDepth
(
tc
);
float
sc
=
calc_cof
(
d
);
float
wg
=
1
.
0
;
float
wg
=
1
.
0
;
//if (d < fd)
//{
vec4
s
=
texture2DRect
(
diffuseRect
,
tc
);
// diff += texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
// w = 1.0;
wg
*=
s
.
r
+
s
.
g
+
s
.
b
;
//}
if
(
d
>
fd
)
diff
+=
wg
*
s
;
{
wg
=
max
(
d
/
fd
,
0
.
1
);
}
diff
+=
texture2DRect
(
diffuseRect
,
tc
+
vec2
(
0
.
5
,
0
.
5
))
*
wg
*
0
.
25
;
diff
+=
texture2DRect
(
diffuseRect
,
tc
+
vec2
(
-
0
.
5
,
0
.
5
))
*
wg
*
0
.
25
;
diff
+=
texture2DRect
(
diffuseRect
,
tc
+
vec2
(
0
.
5
,
-
0
.
5
))
*
wg
*
0
.
25
;
diff
+=
texture2DRect
(
diffuseRect
,
tc
+
vec2
(
-
0
.
5
,
-
0
.
5
))
*
wg
*
0
.
25
;
w
+=
wg
;
w
+=
wg
;
}
}
void
dofSample
Near
(
inout
vec4
diff
,
inout
float
w
,
float
x
,
float
y
)
void
dofSample
(
inout
vec4
diff
,
inout
float
w
,
float
min_sc
,
float
cur_depth
,
vec2
tc
)
{
{
vec2
tc
=
vary_fragcoord
.
xy
+
vec2
(
x
,
y
);
float
d
=
getDepth
(
tc
);
float
sc
=
calc_cof
(
d
);
if
(
sc
>
min_sc
//sampled pixel is more "out of focus" than current sample radius
||
d
<
cur_depth
)
//sampled pixel is further away than current pixel
{
float
wg
=
1
.
0
;
diff
+=
texture2DRect
(
diffuseRect
,
tc
);
vec4
s
=
texture2DRect
(
diffuseRect
,
tc
);
w
+=
1
.
0
;
// de-weight dull areas to make highlights 'pop'
wg
*=
s
.
r
+
s
.
g
+
s
.
b
;
diff
+=
wg
*
s
;
w
+=
wg
;
}
}
}
void
main
()
void
main
()
{
{
vec3
norm
=
texture2DRect
(
normalMap
,
vary_fragcoord
.
xy
).
xyz
;
vec3
norm
=
texture2DRect
(
normalMap
,
vary_fragcoord
.
xy
).
xyz
;
norm
=
vec3
((
norm
.
xy
-
0
.
5
)
*
2
.
0
,
norm
.
z
);
// unpack norm
norm
=
vec3
((
norm
.
xy
-
0
.
5
)
*
2
.
0
,
norm
.
z
);
// unpack norm
vec2
tc
=
vary_fragcoord
.
xy
;
vec2
tc
=
vary_fragcoord
.
xy
;
float
sc
=
0
.
75
;
float
depth
=
getDepth
(
tc
)
;
float
depth
;
depth
=
getDepth
(
tc
);
vec4
diff
=
texture2DRect
(
diffuseRect
,
vary_fragcoord
.
xy
);
vec4
diff
=
texture2DRect
(
diffuseRect
,
vary_fragcoord
.
xy
);
{
//pixel is behind far focal plane
{
float
w
=
1
.
0
;
float
w
=
1
.
0
;
sc
=
(
abs
(
depth
-
focal_distance
)
/-
depth
)
*
blur_constant
;
float
sc
=
calc_cof
(
depth
);
sc
=
min
(
abs
(
sc
),
10
.
0
);
sc
/=
magnification
;
// tan_pixel_angle = pixel_length/-depth;
float
pixel_length
=
tan_pixel_angle
*-
focal_distance
;
sc
=
sc
/
pixel_length
;
//diff.r = sc;
sc
=
min
(
abs
(
sc
),
8
.
0
);
//sc = 4.0;
float
fd
=
depth
*
0
.
5
f
;
float
fd
=
depth
*
0
.
5
f
;
while
(
sc
>
0
.
5
)
float
PI
=
3
.
14159265358979323846264
;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
//if (depth < focal_distance)
{
{
dofSample
(
diff
,
w
,
fd
,
sc
,
sc
);
while
(
sc
>
0
.
5
)
dofSample
(
diff
,
w
,
fd
,
-
sc
,
sc
);
{
dofSample
(
diff
,
w
,
fd
,
sc
,
-
sc
);
int
its
=
int
(
max
(
1
.
0
,(
sc
*
3
.
7
)));
dofSample
(
diff
,
w
,
fd
,
-
sc
,
-
sc
);
for
(
int
i
=
0
;
i
<
its
;
++
i
)
{
sc
-=
0
.
5
;
float
ang
=
sc
+
i
*
2
*
PI
/
its
;
// sc is added for rotary perturbance
float
sc2
=
sc
*
1
.
414
;
float
samp_x
=
sc
*
sin
(
ang
);
dofSample
(
diff
,
w
,
fd
,
0
,
sc2
);
float
samp_y
=
sc
*
cos
(
ang
);
dofSample
(
diff
,
w
,
fd
,
0
,
-
sc2
);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
dofSample
(
diff
,
w
,
fd
,
-
sc2
,
0
);
dofSample
(
diff
,
w
,
sc
,
depth
,
vary_fragcoord
.
xy
+
vec2
(
samp_x
,
samp_y
));
dofSample
(
diff
,
w
,
fd
,
sc2
,
0
);
}
sc
-=
0
.
5
;
sc
-=
1
.
0
;
}
}
}
diff
/=
w
;
diff
/=
w
;
...
@@ -123,5 +134,4 @@ void main()
...
@@ -123,5 +134,4 @@ void main()
vec4
bloom
=
texture2D
(
bloomMap
,
vary_fragcoord
.
xy
/
screen_res
);
vec4
bloom
=
texture2D
(
bloomMap
,
vary_fragcoord
.
xy
/
screen_res
);
gl_FragColor
=
diff
+
bloom
;
gl_FragColor
=
diff
+
bloom
;
}
}
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