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 | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl new file mode 100644 index 0000000000..5eefd99d00 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -0,0 +1,138 @@ +/** + * @file class3/deferred/screenSpaceReflUtil.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 sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform float zNear; +uniform float zFar; +uniform mat4 inv_proj; + +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) { + return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function +} + +// Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/ +// A few tweaks here and there to suit our needs. + +vec2 generateProjectedPosition(vec3 pos){ + vec4 samplePosition = projection_matrix * vec4(pos, 1.f); + samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5; + return samplePosition.xy; +} + +bool isBinarySearchEnabled = true; +bool isAdaptiveStepEnabled = true; +bool isExponentialStepEnabled = false; +bool debugDraw = false; +int iterationCount = 100; +float rayStep = 0.2; +float distanceBias = 0.05; +float depthRejectBias = 0.001; +float epsilon = 0.1; + +bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame) { + vec3 step = rayStep * reflection; + vec3 marchingPosition = position + step; + float delta; + float depthFromScreen; + vec2 screenPosition; + bool hit = false; + hitColor = vec3(0); + + int i = 0; + if (depth > depthRejectBias) { + for (; i < iterationCount && !hit; i++) { + screenPosition = generateProjectedPosition(marchingPosition); + depthFromScreen = abs(getPositionWithDepth(screenPosition, linearDepth(getDepth(screenPosition), zNear, zFar)).z); + delta = abs(marchingPosition.z) - depthFromScreen; + + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { + break; + } + + if (abs(delta) < distanceBias) { + vec3 color = vec3(1); + if(debugDraw) + color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2); + hitColor = texture(textureFrame, screenPosition).xyz * color; + hitDepth = depthFromScreen; + hit = true; + break; + } + if (isBinarySearchEnabled && delta > 0) { + break; + } + if (isAdaptiveStepEnabled){ + float directionSign = sign(abs(marchingPosition.z) - depthFromScreen); + //this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging + //some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement + step = step * (1.0 - rayStep * max(directionSign, 0.0)); + marchingPosition += step * (-directionSign); + } + else { + marchingPosition += step; + } + + if (isExponentialStepEnabled){ + step *= 1.05; + } + } + if(isBinarySearchEnabled){ + for(; i < iterationCount && !hit; i++){ + + step *= 0.5; + marchingPosition = marchingPosition - step * sign(delta); + + screenPosition = generateProjectedPosition(marchingPosition); + depthFromScreen = abs(getPositionWithDepth(screenPosition, getDepth(screenPosition)).z); + delta = abs(marchingPosition.z) - depthFromScreen; + + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { + break; + } + + if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) { + vec3 color = vec3(1); + if(debugDraw) + color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2); + hitColor = texture(textureFrame, screenPosition).xyz * color; + hitDepth = depthFromScreen; + hit = true; + break; + } + } + } + } + + return hit; +} |