diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl new file mode 100644 index 0000000000..9172789b38 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,98 @@ +/** + * @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; +VARYING vec3 camera_ray; + +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); +float linearDepth01(float d, float znear, float zfar); + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); + +bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame); +float random (vec2 uv); +void main() { + vec2 tc = vary_fragcoord.xy; + float depth = linearDepth01(getDepth(tc), zNear, zFar); + vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; + vec3 viewPos = camera_ray * depth; + vec3 rayDirection = normalize(reflect(normalize(viewPos), getNorm(tc))) * -viewPos.z; + vec2 hitpixel; + vec3 hitpoint; + + vec2 uv2 = tc * screen_res; + float c = (uv2.x + uv2.y) * 0.125; + float jitter = mod( c, 1.0); + + vec3 firstBasis = normalize(cross(vec3(0.f, 0.f, 1.f), rayDirection)); + vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); + + frag_color.rgb = texture(diffuseRect, tc).rgb; + vec4 collectedColor; + for (int i = 0; i < 1; i++) { + vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))) * 0.25; + vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y; + + bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseRect); + if (hit) { + vec2 screenpos = tc * 2 - 1; + float vignette = 1;// clamp((1 - dot(screenpos, screenpos)) * 4,0, 1); + vignette *= dot(normalize(viewPos), getNorm(tc)) * 0.5 + 0.5; + vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / (zFar * 0.0125), 1); + collectedColor.rgb = hitpoint * vignette * 0.25; + frag_color.rgb = hitpoint; + } + } + + //frag_color.rgb = collectedColor.rgb; + + + + frag_color.a = 1.0; +} |