diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl new file mode 100644 index 0000000000..8373567bb0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,57 @@ +/** + * @file class3/deferred/screenSpaceReflPostF.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 + +/*[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; +} |