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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl28
-rw-r--r--indra/newview/pipeline.cpp5
3 files changed, 56 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
index 9172789b38..d48aeb98b6 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
@@ -44,8 +44,10 @@ VARYING vec3 camera_ray;
uniform sampler2D depthMap;
uniform sampler2D normalMap;
+uniform sampler2D specularRect;
uniform sampler2D sceneMap;
uniform sampler2D diffuseRect;
+uniform sampler2D diffuseMap;
vec3 getNorm(vec2 screenpos);
float getDepth(vec2 pos_screen);
@@ -54,45 +56,63 @@ float linearDepth01(float d, float znear, float zfar);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
-
-bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame);
float random (vec2 uv);
void main() {
vec2 tc = vary_fragcoord.xy;
float depth = linearDepth01(getDepth(tc), zNear, zFar);
+ vec3 n = vec3(0, 0, 1);
+ float envIntensity;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
+ vec4 spec = texture2D(specularRect, tc);
vec3 viewPos = camera_ray * depth;
- vec3 rayDirection = normalize(reflect(normalize(viewPos), getNorm(tc))) * -viewPos.z;
+ vec3 rayDirection = normalize(reflect(normalize(viewPos), n)) * -viewPos.z;
vec2 hitpixel;
- vec3 hitpoint;
+ vec4 hitpoint;
+ vec4 diffuse = texture2D(diffuseRect, tc);
+ vec3 specCol = spec.rgb;
+
+ 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);
+ }
vec2 uv2 = tc * screen_res;
float c = (uv2.x + uv2.y) * 0.125;
float jitter = mod( c, 1.0);
- vec3 firstBasis = normalize(cross(vec3(0.f, 0.f, 1.f), rayDirection));
+ vec3 firstBasis = normalize(cross(vec3(1.f, 1.f, 1.f), rayDirection));
vec3 secondBasis = normalize(cross(rayDirection, firstBasis));
- frag_color.rgb = texture(diffuseRect, tc).rgb;
+ frag_color = texture(diffuseMap, tc);
vec4 collectedColor;
- for (int i = 0; i < 1; i++) {
- vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))) * 0.25;
+
+ 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);
+ vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / zFar, 1);
+ int totalSamples = 4;
+ 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;
- bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseRect);
+ bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseMap);
if (hit) {
- vec2 screenpos = tc * 2 - 1;
- float vignette = 1;// clamp((1 - dot(screenpos, screenpos)) * 4,0, 1);
- vignette *= dot(normalize(viewPos), getNorm(tc)) * 0.5 + 0.5;
- vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / (zFar * 0.0125), 1);
- collectedColor.rgb = hitpoint * vignette * 0.25;
- frag_color.rgb = hitpoint;
+ collectedColor += hitpoint;
+ collectedColor.rgb *= specCol.rgb;
}
}
- //frag_color.rgb = collectedColor.rgb;
-
-
+ collectedColor *= vignette;
- frag_color.a = 1.0;
+ frag_color += collectedColor;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
index 5eefd99d00..f8c6e5701a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
@@ -52,28 +52,28 @@ vec2 generateProjectedPosition(vec3 pos){
bool isBinarySearchEnabled = true;
bool isAdaptiveStepEnabled = true;
-bool isExponentialStepEnabled = false;
+bool isExponentialStepEnabled = true;
bool debugDraw = false;
-int iterationCount = 100;
-float rayStep = 0.2;
-float distanceBias = 0.05;
+int iterationCount = 40;
+float rayStep = 0.1;
+float distanceBias = 0.02;
float depthRejectBias = 0.001;
float epsilon = 0.1;
-bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame) {
+bool traceScreenRay(vec3 position, vec3 reflection, out vec4 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);
+ hitColor = vec4(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);
+ depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar);
delta = abs(marchingPosition.z) - depthFromScreen;
if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) {
@@ -81,10 +81,10 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float
}
if (abs(delta) < distanceBias) {
- vec3 color = vec3(1);
+ vec4 color = vec4(1);
if(debugDraw)
- color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2);
- hitColor = texture(textureFrame, screenPosition).xyz * color;
+ color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0);
+ hitColor = texture(textureFrame, screenPosition) * color;
hitDepth = depthFromScreen;
hit = true;
break;
@@ -114,7 +114,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float
marchingPosition = marchingPosition - step * sign(delta);
screenPosition = generateProjectedPosition(marchingPosition);
- depthFromScreen = abs(getPositionWithDepth(screenPosition, getDepth(screenPosition)).z);
+ depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar);
delta = abs(marchingPosition.z) - depthFromScreen;
if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) {
@@ -122,10 +122,10 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float
}
if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) {
- vec3 color = vec3(1);
+ vec4 color = vec4(1);
if(debugDraw)
- color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2);
- hitColor = texture(textureFrame, screenPosition).xyz * color;
+ color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0);
+ hitColor = texture(textureFrame, screenPosition) * color;
hitDepth = depthFromScreen;
hit = true;
break;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index dff84bda0e..82194163b3 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -7620,7 +7620,7 @@ void LLPipeline::renderFinalize()
LLRenderTarget *screen_target = &mRT->screen;
screen_target->bindTarget();
- S32 channel = gPostScreenSpaceReflectionProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage());
+ S32 channel = gPostScreenSpaceReflectionProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP, screen_target->getUsage());
if (channel > -1)
{
screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
@@ -7628,8 +7628,9 @@ void LLPipeline::renderFinalize()
}
{
- LLGLDisable blend(GL_BLEND);
+ LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+
stop_glerror();
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();