/** * @file class3/deferred/screenSpaceReflPostF.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 * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform vec2 screen_res; uniform mat4 projection_matrix; uniform mat4 inv_proj; uniform float zNear; uniform float zFar; VARYING vec2 vary_fragcoord; VARYING vec3 camera_ray; uniform sampler2D depthMap; uniform sampler2D normalMap; uniform sampler2D sceneMap; uniform sampler2D diffuseRect; vec3 getNorm(vec2 screenpos); float getDepth(vec2 pos_screen); float linearDepth(float d, float znear, float zfar); 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); float random (vec2 uv); void main() { vec2 tc = vary_fragcoord.xy; float depth = linearDepth01(getDepth(tc), zNear, zFar); vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; vec3 viewPos = camera_ray * depth; vec3 rayDirection = normalize(reflect(normalize(viewPos), getNorm(tc))) * -viewPos.z; vec2 hitpixel; vec3 hitpoint; 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 secondBasis = normalize(cross(rayDirection, firstBasis)); frag_color.rgb = texture(diffuseRect, tc).rgb; vec4 collectedColor; for (int i = 0; i < 1; i++) { vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))) * 0.25; vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y; bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseRect); 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; } } //frag_color.rgb = collectedColor.rgb; frag_color.a = 1.0; }