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authorJonathan Goodman <geenz@lindenlab.com>2022-11-14 18:12:22 +0000
committerDave Parks <davep@lindenlab.com>2022-11-14 18:12:22 +0000
commit97277e74a9d966ed441e51f844f9012f55cca3dc (patch)
treeed6a5c00a5065951ff9f77bf0277fb202dff0c0e /indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
parent843a5c287e34855fb7bd4882d8d0a106e987a9f7 (diff)
Merged in SL-18332 (pull request #1194)
First pass of Screen Space Reflections Approved-by: Dave Parks
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl15
1 files changed, 7 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
index f0d579f85e..a9c28b2974 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -35,8 +35,8 @@ out vec4 frag_color;
// NOTE screenMap should always be texture channel 0 and
// depthmap should always be channel 1
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D depthMap;
uniform float resScale;
uniform float znear;
@@ -76,26 +76,25 @@ void main()
for (int i = 0; i < 9; ++i)
{
- color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
- //color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
+ color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
+ //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
}
//color /= wsum;
frag_color = vec4(color, 1.0);
#else
- vec2 depth_tc = vary_texcoord0.xy * resScale;
- float depth = texture(depthMap, depth_tc).r;
+ float depth = texture(depthMap, vary_texcoord0.xy).r;
float dist = linearDepth(depth, znear, zfar);
// convert linear depth to distance
vec3 v;
- v.xy = depth_tc / 256.0 * 2.0 - 1.0;
+ v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0;
v.z = 1.0;
v = normalize(v);
dist /= v.z;
- vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb;
+ vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb;
frag_color = vec4(col, dist/256.0);
#endif
}