diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl | 104 |
1 files changed, 93 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl index b6c789ad40..570235a816 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -23,19 +23,18 @@ * $/LicenseInfo$ */ -uniform sampler2D depthMap; -uniform sampler2D normalMap; uniform sampler2D sceneMap; +uniform sampler2D sceneDepth; + uniform vec2 screen_res; uniform mat4 projection_matrix; -uniform float zNear; -uniform float zFar; +//uniform float zNear; +//uniform float zFar; uniform mat4 inv_proj; +uniform mat4 modelview_delta; // should be transform from last camera space to current camera space +uniform mat4 inv_modelview_delta; vec4 getPositionWithDepth(vec2 pos_screen, float depth); -float linearDepth(float depth, float near, float far); -float getDepth(vec2 pos_screen); -float linearDepth01(float d, float znear, float zfar); float random (vec2 uv) { @@ -62,8 +61,25 @@ float distanceBias = 0.02; float depthRejectBias = 0.001; float epsilon = 0.1; +float getLinearDepth(vec2 tc) +{ + float depth = texture(sceneDepth, tc).r; + + vec4 pos = getPositionWithDepth(tc, depth); + + return -pos.z; +} + bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame) { + // transform position and reflection into same coordinate frame as the sceneMap and sceneDepth + reflection += position; + position = (inv_modelview_delta * vec4(position, 1)).xyz; + reflection = (inv_modelview_delta * vec4(reflection, 1)).xyz; + reflection -= position; + + depth = -position.z; + vec3 step = rayStep * reflection; vec3 marchingPosition = position + step; float delta; @@ -72,13 +88,14 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float bool hit = false; hitColor = vec4(0); + int i = 0; if (depth > depthRejectBias) { for (; i < iterationCount && !hit; i++) { screenPosition = generateProjectedPosition(marchingPosition); - depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); + depthFromScreen = getLinearDepth(screenPosition); delta = abs(marchingPosition.z) - depthFromScreen; if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) @@ -91,7 +108,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float vec4 color = vec4(1); if(debugDraw) color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); - hitColor = texture(textureFrame, screenPosition) * color; + hitColor = texture(sceneMap, screenPosition) * color; hitDepth = depthFromScreen; hit = true; break; @@ -126,7 +143,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float marchingPosition = marchingPosition - step * sign(delta); screenPosition = generateProjectedPosition(marchingPosition); - depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); + depthFromScreen = getLinearDepth(screenPosition); delta = abs(marchingPosition.z) - depthFromScreen; if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) @@ -139,7 +156,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float vec4 color = vec4(1); if(debugDraw) color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); - hitColor = texture(textureFrame, screenPosition) * color; + hitColor = texture(sceneMap, screenPosition) * color; hitDepth = depthFromScreen; hit = true; break; @@ -150,3 +167,68 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float return hit; } + +float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source) +{ + collectedColor = vec4(0); + int hits = 0; + + float depth = -viewPos.z; + + vec3 rayDirection = normalize(reflect(viewPos, normalize(n))); + + vec2 uv2 = tc * screen_res; + float c = (uv2.x + uv2.y) * 0.125; + float jitter = mod( c, 1.0); + + vec3 firstBasis = normalize(cross(vec3(1,1,1), rayDirection)); + vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); + + vec2 screenpos = 1 - abs(tc * 2 - 1); + float vignette = clamp((screenpos.x * screenpos.y) * 16,0, 1); + vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5 - 0.2) * 8, 0, 1); + float zFar = 64.0; + vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0); + //vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / zFar, 1); + + vec4 hitpoint; + + if (totalSamples > 1) + { + for (int i = 0; i < totalSamples; i++) + { + vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))); + vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y; + + //float hitDepth; + + bool hit = traceScreenRay(viewPos, normalize(reflectionDirectionRandomized), hitpoint, depth, depth, source); + + if (hit) + { + ++hits; + collectedColor += hitpoint; + } + } + } + else + { + bool hit = traceScreenRay(viewPos, normalize(rayDirection), hitpoint, depth, depth, source); + if (hit) + { + ++hits; + collectedColor += hitpoint; + } + } + + if (hits > 0) + { + collectedColor /= hits; + } + else + { + collectedColor = vec4(0); + } + + return min(float(hits), 1.0) * vignette; +}
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