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diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
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+/**
+ * @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 specularRect;
+uniform sampler2D diffuseRect;
+uniform sampler2D diffuseMap;
+
+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);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+
+float random (vec2 uv);
+
+float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source);
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ float depth = linearDepth01(getDepth(tc), zNear, zFar);
+ float envIntensity;
+ vec3 n;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
+ vec4 spec = texture2D(specularRect, tc);
+ vec2 hitpixel;
+
+ vec4 diffuse = texture2D(diffuseRect, tc);
+ vec3 specCol = spec.rgb;
+
+ vec4 fcol = texture(diffuseMap, tc);
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ vec3 orm = specCol.rgb;
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+
+ specCol = mix(f0, baseColor.rgb, metallic);
+ }
+
+ vec4 collectedColor = vec4(0);
+
+ float w = tapScreenSpaceReflection(4, tc, pos, n, collectedColor, diffuseMap);
+
+ collectedColor.rgb *= specCol.rgb;
+
+ fcol += collectedColor * w;
+ frag_color = max(fcol, vec4(0));
+}