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authorRunitaiLinden <davep@lindenlab.com>2023-01-27 17:24:22 -0600
committerGitHub <noreply@github.com>2023-01-27 17:24:22 -0600
commit3ef31cb9b28f7b026e109eab69d383dddc922850 (patch)
treeeb4034470bbc59bba139a66b053583bb05e3d7c1 /indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl
parent503e18fc646c6d88cd8006ad2210a8afd0bced83 (diff)
SL-19203 et al -- Integrate SSR with reflection probes, tweak probe blending. (#63)
* SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget. * SL-19203 WIP -- Re-integrate SSR. Incidental decruft. * SL-19203 WIP -- SSR frame delta correction (still broken for Z) * SL-19203 WIP -- SSR frame delta Z fix * SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots. * SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts. * SL-19203 Tune probe blending. * SL-19203 Cleanup.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl32
1 files changed, 4 insertions, 28 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl
index 8373567bb0..df16e7f0e7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl
@@ -23,35 +23,11 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
+ // debug stub
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform vec2 screen_res;
-uniform mat4 projection_matrix;
-uniform mat4 inv_proj;
-uniform float zNear;
-uniform float zFar;
-
-VARYING vec2 vary_fragcoord;
-
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
-uniform sampler2D sceneMap;
-uniform sampler2D diffuseRect;
-
-vec3 getNorm(vec2 screenpos);
-float getDepth(vec2 pos_screen);
-float linearDepth(float d, float znear, float zfar);
-void main() {
- vec2 tc = vary_fragcoord.xy;
- vec4 pos = getPositionWithDepth(tc, getDepth(tc));
- frag_color = pos;
+void main()
+{
+ frag_color = vec4(0.5, 0.4, 0.1, 0);
}