diff options
| author | Dave Parks <davep@lindenlab.com> | 2023-01-24 14:02:53 -0600 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2023-01-24 14:02:53 -0600 | 
| commit | fea731ecb3fbe0472777bfafa98156ebe75a5049 (patch) | |
| tree | 09ca2a2e27f63393a207a1697fd608726b941176 | |
| parent | a851aa83e705fa4a1c78919cfcac6709cfb1a875 (diff) | |
SL-19023 Reformat SSR shaders to match style standard.
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl | 32 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl | 162 | 
2 files changed, 109 insertions, 85 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index d48aeb98b6..4813e6c2d9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -58,8 +58,12 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);  vec4 getPosition(vec2 pos_screen);  vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);  bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame); +  float random (vec2 uv); -void main() { + + +void main()  +{      vec2  tc = vary_fragcoord.xy;      float depth = linearDepth01(getDepth(tc), zNear, zFar);      vec3 n = vec3(0, 0, 1); @@ -74,7 +78,8 @@ void main() {      vec4 diffuse = texture2D(diffuseRect, tc);      vec3 specCol = spec.rgb; -    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { +    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))  +    {          vec3 orm = specCol.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -86,12 +91,12 @@ void main() {          specCol = mix(f0, baseColor.rgb, metallic);      } -	vec2 uv2 = tc * screen_res; -	float c = (uv2.x + uv2.y) * 0.125; -	float jitter = mod( c, 1.0); +    vec2 uv2 = tc * screen_res; +    float c = (uv2.x + uv2.y) * 0.125; +    float jitter = mod( c, 1.0);      vec3 firstBasis = normalize(cross(vec3(1.f, 1.f, 1.f), rayDirection)); -	vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); +    vec3 secondBasis = normalize(cross(rayDirection, firstBasis));      frag_color = texture(diffuseMap, tc);      vec4 collectedColor; @@ -100,17 +105,22 @@ void main() {      float vignette = clamp((screenpos.x * screenpos.y) * 16,0, 1);      vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5 - 0.2) * 8, 0, 1);      vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / zFar, 1); +      int totalSamples = 4; -    for (int i = 0; i < totalSamples; i++) { -		vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))); -		vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y; + +    for (int i = 0; i < totalSamples; i++)  +    { +        vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))); +        vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y;          bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseMap); -        if (hit) { + +        if (hit)  +        {              collectedColor += hitpoint;              collectedColor.rgb *= specCol.rgb;          } -	} +    }      collectedColor *= vignette; diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl index f8c6e5701a..b6c789ad40 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -37,17 +37,19 @@ float linearDepth(float depth, float near, float far);  float getDepth(vec2 pos_screen);  float linearDepth01(float d, float znear, float zfar); -float random (vec2 uv) { -	return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function +float random (vec2 uv)  +{ +    return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function  }  // Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/  // A few tweaks here and there to suit our needs. -vec2 generateProjectedPosition(vec3 pos){ -	vec4 samplePosition = projection_matrix * vec4(pos, 1.f); -	samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5; -	return samplePosition.xy; +vec2 generateProjectedPosition(vec3 pos) +{ +    vec4 samplePosition = projection_matrix * vec4(pos, 1.f); +    samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5; +    return samplePosition.xy;  }  bool isBinarySearchEnabled = true; @@ -60,79 +62,91 @@ float distanceBias = 0.02;  float depthRejectBias = 0.001;  float epsilon = 0.1; -bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame) { -	vec3 step = rayStep * reflection; -	vec3 marchingPosition = position + step; -	float delta; -	float depthFromScreen; -	vec2 screenPosition; +bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame)  +{ +    vec3 step = rayStep * reflection; +    vec3 marchingPosition = position + step; +    float delta; +    float depthFromScreen; +    vec2 screenPosition;      bool hit = false;      hitColor = vec4(0); -	 -	int i = 0; -	if (depth > depthRejectBias) { -		for (; i < iterationCount && !hit; i++) { -			screenPosition = generateProjectedPosition(marchingPosition); -				depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); -			delta = abs(marchingPosition.z) - depthFromScreen; -			 -			if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { -				break; -			} +     +    int i = 0; +    if (depth > depthRejectBias)  +    { +        for (; i < iterationCount && !hit; i++)  +        { +            screenPosition = generateProjectedPosition(marchingPosition); +                depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); +            delta = abs(marchingPosition.z) - depthFromScreen; +             +            if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon)  +            { +                break; +            } -			if (abs(delta) < distanceBias) { -				vec4 color = vec4(1); -				if(debugDraw) -					color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); -				hitColor = texture(textureFrame, screenPosition) * color; -				hitDepth = depthFromScreen; -				hit = true; -				break; -			} -			if (isBinarySearchEnabled && delta > 0) { -				break; -			} -			if (isAdaptiveStepEnabled){ -				float directionSign = sign(abs(marchingPosition.z) - depthFromScreen); -				//this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging -				//some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement -				step = step * (1.0 - rayStep * max(directionSign, 0.0)); -				marchingPosition += step * (-directionSign); -			} -			else { -				marchingPosition += step; -			} +            if (abs(delta) < distanceBias)  +            { +                vec4 color = vec4(1); +                if(debugDraw) +                    color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); +                hitColor = texture(textureFrame, screenPosition) * color; +                hitDepth = depthFromScreen; +                hit = true; +                break; +            } +            if (isBinarySearchEnabled && delta > 0)  +            { +                break; +            } +            if (isAdaptiveStepEnabled) +            { +                float directionSign = sign(abs(marchingPosition.z) - depthFromScreen); +                //this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging +                //some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement +                step = step * (1.0 - rayStep * max(directionSign, 0.0)); +                marchingPosition += step * (-directionSign); +            } +            else  +            { +                marchingPosition += step; +            } -			if (isExponentialStepEnabled){ -				step *= 1.05; -			} -		} -		if(isBinarySearchEnabled){ -			for(; i < iterationCount && !hit; i++){ -			 -				step *= 0.5; -				marchingPosition = marchingPosition - step * sign(delta); -				 -				screenPosition = generateProjectedPosition(marchingPosition); -				depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); -				delta = abs(marchingPosition.z) - depthFromScreen; +            if (isExponentialStepEnabled) +            { +                step *= 1.05; +            } +        } +        if(isBinarySearchEnabled) +        { +            for(; i < iterationCount && !hit; i++) +            { +                step *= 0.5; +                marchingPosition = marchingPosition - step * sign(delta); +                 +                screenPosition = generateProjectedPosition(marchingPosition); +                depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); +                delta = abs(marchingPosition.z) - depthFromScreen; -				if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { -					break; -				} +                if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon)  +                { +                    break; +                } -				if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) { -					vec4 color = vec4(1); -					if(debugDraw) -						color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); -					hitColor = texture(textureFrame, screenPosition) * color; -					hitDepth = depthFromScreen; -					hit = true; -					break; -				} -			} -		} -	} -	 +                if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias))  +                { +                    vec4 color = vec4(1); +                    if(debugDraw) +                        color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); +                    hitColor = texture(textureFrame, screenPosition) * color; +                    hitDepth = depthFromScreen; +                    hit = true; +                    break; +                } +            } +        } +    } +          return hit;  }  | 
