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 | 41 |
1 files changed, 26 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl index b2d1e75d04..f14f7eac8d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -36,7 +36,7 @@ uniform mat4 inv_modelview_delta; vec4 getPositionWithDepth(vec2 pos_screen, float depth); -float random (vec2 uv) +float random (vec2 uv) { return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function } @@ -75,7 +75,7 @@ float getLinearDepth(vec2 tc) return -pos.z; } -bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame) +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; @@ -93,22 +93,27 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float bool hit = false; hitColor = vec4(0); - int i = 0; - if (depth > depthRejectBias) + if (depth > depthRejectBias) { - for (; i < iterationCount && !hit; i++) + for (; i < iterationCount && !hit; i++) { screenPosition = generateProjectedPosition(marchingPosition); + if (screenPosition.x > 1 || screenPosition.x < 0 || + screenPosition.y > 1 || screenPosition.y < 0) + { + hit = false; + break; + } depthFromScreen = getLinearDepth(screenPosition); delta = abs(marchingPosition.z) - depthFromScreen; - if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { break; } - if (abs(delta) < distanceBias) + if (abs(delta) < distanceBias) { vec4 color = vec4(1); if(debugDraw) @@ -118,7 +123,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hit = true; break; } - if (isBinarySearchEnabled && delta > 0) + if (isBinarySearchEnabled && delta > 0) { break; } @@ -130,7 +135,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float step = step * (1.0 - rayStep * max(directionSign, 0.0)); marchingPosition += step * (-directionSign); } - else + else { marchingPosition += step; } @@ -148,15 +153,21 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float marchingPosition = marchingPosition - step * sign(delta); screenPosition = generateProjectedPosition(marchingPosition); + if (screenPosition.x > 1 || screenPosition.x < 0 || + screenPosition.y > 1 || screenPosition.y < 0) + { + hit = false; + break; + } depthFromScreen = getLinearDepth(screenPosition); delta = abs(marchingPosition.z) - depthFromScreen; - if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { break; } - if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) + if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) { vec4 color = vec4(1); if(debugDraw) @@ -326,8 +337,8 @@ collectedColor = vec4(1, 0, 1, 1); float jitter = mod( c, 1.0); vec2 screenpos = 1 - abs(tc * 2 - 1); - float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 64,0, 1); - vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 16, 0, 1); + float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 16,0, 1); + vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 5.5 - 0.8, 0, 1); float zFar = 128.0; vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0); @@ -345,7 +356,7 @@ collectedColor = vec4(1, 0, 1, 1); { if (vignette > 0) { - for (int i = 0; i < totalSamples; i++) + for (int i = 0; i < totalSamples; i++) { vec3 firstBasis = normalize(cross(getPoissonSample(i), rayDirection)); vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); @@ -358,7 +369,7 @@ collectedColor = vec4(1, 0, 1, 1); hitpoint.a = 0; - if (hit) + if (hit) { ++hits; collectedColor += hitpoint; |