diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 151 |
1 files changed, 72 insertions, 79 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 865b7e7a47..ea41ac5f2d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -270,30 +270,37 @@ void swap(inout float a, inout float b) } // debug implementation, make no assumptions about origin -bool sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, out float t) +void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col) { - float t0, t1; // solutions for t if the ray intersects - - // geometric solution - vec3 L = center - origin; - float tca = dot(L, dir); - // if (tca < 0) return false; - float d2 = dot(L, L) - tca * tca; - if (d2 > radius2) return false; - float thc = sqrt(radius2 - d2); - t0 = tca - thc; - t1 = tca + thc; + float t[2]; // solutions for t if the ray intersects + + // geometric solution + vec3 L = center - origin; + float tca = dot(L, dir); + // if (tca < 0) return false; + float d2 = dot(L, L) - tca * tca; + if (d2 > radius2) return; + float thc = sqrt(radius2 - d2); + t[0] = tca - thc; + t[1] = tca + thc; + + for (int i = 0; i < 2; ++i) + { + if (t[i] > 0) + { + if (t[i] > depth) + { + float w = 0.125/((t[i]-depth)*0.125 + 1.0); + col += vec4(0, 0, w, w)*(1.0-min(col.a, 1.0)); + } + else + { + float w = 0.25; + col += vec4(w,w,0,w)*(1.0-min(col.a, 1.0)); + } + } + } - if (t0 > t1) swap(t0, t1); - - if (t0 < 0) { - t0 = t1; // if t0 is negative, let's use t1 instead - if (t0 < 0) return false; // both t0 and t1 are negative - } - - t = t0; - - return true; } // from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ @@ -344,9 +351,33 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i) return IntersectPositionCS; } +void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) +{ + vec3 v = ro + rd * t; + + v -= ro; + vec3 pos = p - ro; + + + bool behind = dot(v,v) > dot(pos,pos); + + float w = 0.25; + + if (behind) + { + w *= 0.5; + w /= (length(v)-length(pos))*0.5+1.0; + col += vec4(0,0,w,w)*(1.0-min(col.a, 1.0)); + } + else + { + col += vec4(w,w,0,w)*(1.0-min(col.a, 1.0)); + } +} + // cribbed from https://iquilezles.org/articles/intersectors/ // axis aligned box centered at the origin, with size boxSize -bool boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, out bool behind) +void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) { vec3 rd = normalize(p-ro); @@ -357,21 +388,20 @@ bool boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, out bool behind) vec3 t2 = -n + k; float tN = max( max( t1.x, t1.y ), t1.z ); float tF = min( min( t2.x, t2.y ), t2.z ); - if( tN>tF || tF<0.0) return false; // no intersection - - float t = tN < 0 ? tF : tN; - - vec3 v = ro + rd * t; + if( tN>tF || tF<0.0) return ; // no intersection - v -= ro; - vec3 pos = p - ro; + float t = tN < 0 ? tF : tN; - behind = dot(v,v) > dot(pos,pos); + debugBoxCol(ro, rd, t, p, col); - return true; + if (tN > 0) // eye is outside box, check backside, too + { + debugBoxCol(ro, rd, tF, p, col); + } } -bool boxIntersectDebug(vec3 origin, vec3 pos, int i, out bool behind) + +void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) { mat4 clipToLocal = refBox[i]; @@ -379,12 +409,7 @@ bool boxIntersectDebug(vec3 origin, vec3 pos, int i, out bool behind) origin = (clipToLocal * vec4(origin, 1.0)).xyz; pos = (clipToLocal * vec4(pos, 1.0)).xyz; - if (boxIntersectionDebug(origin, pos, vec3(1), behind)) - { - return true; - } - - return false; + boxIntersectionDebug(origin, pos, vec3(1), col); } @@ -600,52 +625,20 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) bool manual_probe = abs(refIndex[i].w) > 2; - if (refIndex[i].w < 0) + if (manual_probe) { - vec3 v; - bool behind; - - if (boxIntersectDebug(origin, pos, i, behind)) + if (refIndex[i].w < 0) { - float w = 0.5; - if (behind) - { - w *= 0.5; - col += vec4(0,0,w,w); - } - else - { - col += vec4(w,w,0,w); - } + boxIntersectDebug(origin, pos, i, col); } - } - else - { - float r = refSphere[i].w; // radius of sphere volume - float rr = r * r; // radius squared - - float t = 0.0; - - if (sphereIntersectDebug(origin, dir, refSphere[i].xyz, rr, t)) + else { - if (t > depth) - { - float w = 0.25/((t-depth)*0.125 + 1.0); + float r = refSphere[i].w; // radius of sphere volume + float rr = r * r; // radius squared - if (manual_probe) - { - col += vec4(0, 0, w, w); - } - } - else - { - if (manual_probe) - { - float w = 0.5; + float t = 0.0; - col += vec4(w,w,0,w); - } - } + sphereIntersectDebug(origin, dir, refSphere[i].xyz, rr, depth, col); } } } |