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 | 93 |
1 files changed, 93 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..dbf20fe2d8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,93 @@ +/** + * @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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform mat4 inv_proj; +uniform float zNear; +uniform float zFar; + +in vec2 vary_fragcoord; +in 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, float glossiness); + +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 = texture(specularRect, tc); + vec2 hitpixel; + + vec4 diffuse = texture(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, 0); + + collectedColor.rgb *= specCol.rgb; + + fcol += collectedColor * w; + frag_color = max(fcol, vec4(0)); +} |