/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
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Possible License(s): LGPL-2.1
- /**
- * @file edgeF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect depthMap;
- uniform sampler2DRect normalMap;
- varying vec2 vary_fragcoord;
- uniform float depth_cutoff;
- uniform float norm_cutoff;
- uniform mat4 inv_proj;
- uniform vec2 screen_res;
- float getDepth(vec2 pos_screen)
- {
- float z = texture2DRect(depthMap, pos_screen.xy).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
- }
- void main()
- {
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(vary_fragcoord.xy);
-
- vec2 tc = vary_fragcoord.xy;
-
- float sc = 0.75;
-
- vec2 de;
- de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
- de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
-
- vec2 ne;
- vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
- nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
- ne.x = dot(nexnorm, norm);
- vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
- neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
- ne.y = dot(neynorm, norm);
-
- ne = 1.0-ne;
-
- ne = step(norm_cutoff, ne);
-
- gl_FragColor.a = dot(de,de)+dot(ne,ne);
- //gl_FragColor.a = dot(de,de);
- }