/** * @file class3/deferred/screenSpaceReflUtil.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 * $/LicenseInfo$ */ uniform sampler2D depthMap; uniform sampler2D normalMap; uniform sampler2D sceneMap; uniform vec2 screen_res; uniform mat4 projection_matrix; uniform float zNear; uniform float zFar; uniform mat4 inv_proj; vec4 getPositionWithDepth(vec2 pos_screen, float depth); float linearDepth(float depth, float near, float far); float getDepth(vec2 pos_screen); float linearDepth01(float d, float znear, float zfar); float random (vec2 uv) { return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function } // Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/ // A few tweaks here and there to suit our needs. vec2 generateProjectedPosition(vec3 pos){ vec4 samplePosition = projection_matrix * vec4(pos, 1.f); samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5; return samplePosition.xy; } bool isBinarySearchEnabled = true; bool isAdaptiveStepEnabled = true; bool isExponentialStepEnabled = true; bool debugDraw = false; 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 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 = vec4(0); int i = 0; if (depth > depthRejectBias) { for (; i < iterationCount && !hit; i++) { screenPosition = generateProjectedPosition(marchingPosition); depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); delta = abs(marchingPosition.z) - depthFromScreen; if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { break; } if (abs(delta) < distanceBias) { vec4 color = vec4(1); if(debugDraw) 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; } if (isBinarySearchEnabled && delta > 0) { break; } if (isAdaptiveStepEnabled){ float directionSign = sign(abs(marchingPosition.z) - depthFromScreen); //this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging //some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement step = step * (1.0 - rayStep * max(directionSign, 0.0)); marchingPosition += step * (-directionSign); } else { marchingPosition += step; } if (isExponentialStepEnabled){ step *= 1.05; } } if(isBinarySearchEnabled){ for(; i < iterationCount && !hit; i++){ step *= 0.5; marchingPosition = marchingPosition - step * sign(delta); screenPosition = generateProjectedPosition(marchingPosition); depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar); delta = abs(marchingPosition.z) - depthFromScreen; if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { break; } if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) { vec4 color = vec4(1); if(debugDraw) 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; } } } } return hit; }