/** * @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 specularRect; uniform sampler2D diffuseRect; uniform sampler2D diffuseMap; 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); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); float random (vec2 uv); float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source); void main() { vec2 tc = vary_fragcoord.xy; float depth = linearDepth01(getDepth(tc), zNear, zFar); float envIntensity; vec3 n; 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); vec2 hitpixel; vec4 diffuse = texture2D(diffuseRect, tc); vec3 specCol = spec.rgb; frag_color = texture(diffuseMap, tc); 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); } vec4 collectedColor = vec4(0); float w = tapScreenSpaceReflection(4, tc, pos, n, collectedColor, diffuseMap); collectedColor.rgb *= specCol.rgb; frag_color += collectedColor * w; }