summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl48
1 files changed, 48 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
new file mode 100644
index 0000000000..f7e7268cc3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file class3/deferred/screenSpaceReflPostV.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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 inv_proj;
+
+in vec3 position;
+
+uniform vec2 screen_res;
+
+out vec2 vary_fragcoord;
+out vec3 camera_ray;
+
+
+void main()
+{
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_fragcoord = pos.xy * 0.5 + 0.5;
+
+ vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1);
+ camera_ray = rayOrig.xyz / rayOrig.w;
+
+}