/** * @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 specularRect; uniform sampler2D sceneMap; 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); 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), n)) * -viewPos.z; vec2 hitpixel; 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(1.f, 1.f, 1.f), rayDirection)); vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); frag_color = texture(diffuseMap, tc); vec4 collectedColor; 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, diffuseMap); if (hit) { collectedColor += hitpoint; collectedColor.rgb *= specCol.rgb; } } collectedColor *= vignette; frag_color += collectedColor; }