/** * @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 sceneMap; uniform sampler2D sceneDepth; uniform vec2 screen_res; uniform mat4 projection_matrix; //uniform float zNear; //uniform float zFar; uniform mat4 inv_proj; uniform mat4 modelview_delta; // should be transform from last camera space to current camera space uniform mat4 inv_modelview_delta; vec4 getPositionWithDepth(vec2 pos_screen, float depth); 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; uniform float iterationCount; uniform float rayStep; uniform float distanceBias; uniform float depthRejectBias; uniform float glossySampleCount; uniform float adaptiveStepMultiplier; uniform float noiseSine; float epsilon = 0.1; float getLinearDepth(vec2 tc) { float depth = texture(sceneDepth, tc).r; vec4 pos = getPositionWithDepth(tc, depth); return -pos.z; } bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame) { // transform position and reflection into same coordinate frame as the sceneMap and sceneDepth reflection += position; position = (inv_modelview_delta * vec4(position, 1)).xyz; reflection = (inv_modelview_delta * vec4(reflection, 1)).xyz; reflection -= position; depth = -position.z; 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 = getLinearDepth(screenPosition); 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(sceneMap, 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 *= adaptiveStepMultiplier; } } if(isBinarySearchEnabled) { for(; i < iterationCount && !hit; i++) { step *= 0.5; marchingPosition = marchingPosition - step * sign(delta); screenPosition = generateProjectedPosition(marchingPosition); depthFromScreen = getLinearDepth(screenPosition); 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(sceneMap, screenPosition) * color; hitDepth = depthFromScreen; hit = true; break; } } } } return hit; } uniform vec3 POISSON3D_SAMPLES[128] = vec3[128]( vec3(0.5433144, 0.1122154, 0.2501391), vec3(0.6575254, 0.721409, 0.16286), vec3(0.02888453, 0.05170321, 0.7573566), vec3(0.06635678, 0.8286457, 0.07157445), vec3(0.8957489, 0.4005505, 0.7916042), vec3(0.3423355, 0.5053263, 0.9193521), vec3(0.9694794, 0.9461077, 0.5406441), vec3(0.9975473, 0.02789414, 0.7320132), vec3(0.07781899, 0.3862341, 0.918594), vec3(0.4439073, 0.9686955, 0.4055861), vec3(0.9657035, 0.6624081, 0.7082613), vec3(0.7712346, 0.07273269, 0.3292839), vec3(0.2489169, 0.2550394, 0.1950516), vec3(0.7249326, 0.9328285, 0.3352458), vec3(0.6028461, 0.4424961, 0.5393377), vec3(0.2879795, 0.7427881, 0.6619173), vec3(0.3193627, 0.0486145, 0.08109283), vec3(0.1233155, 0.602641, 0.4378719), vec3(0.9800708, 0.211729, 0.6771586), vec3(0.4894537, 0.3319927, 0.8087631), vec3(0.4802743, 0.6358885, 0.814935), vec3(0.2692913, 0.9911493, 0.9934899), vec3(0.5648789, 0.8553897, 0.7784553), vec3(0.8497344, 0.7870212, 0.02065313), vec3(0.7503014, 0.2826185, 0.05412734), vec3(0.8045461, 0.6167251, 0.9532926), vec3(0.04225039, 0.2141281, 0.8678675), vec3(0.07116079, 0.9971236, 0.3396397), vec3(0.464099, 0.480959, 0.2775862), vec3(0.6346927, 0.31871, 0.6588384), vec3(0.449012, 0.8189669, 0.2736875), vec3(0.452929, 0.2119148, 0.672004), vec3(0.01506042, 0.7102436, 0.9800494), vec3(0.1970513, 0.4713539, 0.4644522), vec3(0.13715, 0.7253224, 0.5056525), vec3(0.9006432, 0.5335414, 0.02206874), vec3(0.9960898, 0.7961011, 0.01468861), vec3(0.3386469, 0.6337739, 0.9310676), vec3(0.1745718, 0.9114985, 0.1728188), vec3(0.6342545, 0.5721557, 0.4553517), vec3(0.1347412, 0.1137158, 0.7793725), vec3(0.3574478, 0.3448052, 0.08741581), vec3(0.7283059, 0.4753885, 0.2240275), vec3(0.8293507, 0.9971212, 0.2747005), vec3(0.6501846, 0.000688076, 0.7795712), vec3(0.01149416, 0.4930083, 0.792608), vec3(0.666189, 0.1875442, 0.7256873), vec3(0.8538797, 0.2107637, 0.1547532), vec3(0.5826825, 0.9750752, 0.9105834), vec3(0.8914346, 0.08266425, 0.5484225), vec3(0.4374518, 0.02987111, 0.7810078), vec3(0.2287418, 0.1443802, 0.1176908), vec3(0.2671157, 0.8929081, 0.8989366), vec3(0.5425819, 0.5524959, 0.6963879), vec3(0.3515188, 0.8304397, 0.0502702), vec3(0.3354864, 0.2130747, 0.141169), vec3(0.9729427, 0.3509927, 0.6098799), vec3(0.7585629, 0.7115368, 0.9099342), vec3(0.0140543, 0.6072157, 0.9436461), vec3(0.9190664, 0.8497264, 0.1643751), vec3(0.1538157, 0.3219983, 0.2984214), vec3(0.8854713, 0.2968667, 0.8511457), vec3(0.1910622, 0.03047311, 0.3571215), vec3(0.2456353, 0.5568692, 0.3530164), vec3(0.6927255, 0.8073994, 0.5808484), vec3(0.8089353, 0.8969175, 0.3427134), vec3(0.194477, 0.7985603, 0.8712182), vec3(0.7256182, 0.5653068, 0.3985921), vec3(0.9889427, 0.4584851, 0.8363391), vec3(0.5718582, 0.2127113, 0.2950557), vec3(0.5480209, 0.0193435, 0.2992659), vec3(0.6598953, 0.09478426, 0.92187), vec3(0.1385615, 0.2193868, 0.205245), vec3(0.7623423, 0.1790726, 0.1508465), vec3(0.7569032, 0.3773386, 0.4393887), vec3(0.5842971, 0.6538072, 0.5224424), vec3(0.9954313, 0.5763943, 0.9169143), vec3(0.001311183, 0.340363, 0.1488652), vec3(0.8167927, 0.4947158, 0.4454727), vec3(0.3978434, 0.7106082, 0.002727509), vec3(0.5459411, 0.7473233, 0.7062873), vec3(0.4151598, 0.5614617, 0.4748358), vec3(0.4440694, 0.1195122, 0.9624678), vec3(0.1081301, 0.4813806, 0.07047641), vec3(0.2402785, 0.3633997, 0.3898734), vec3(0.2317942, 0.6488295, 0.4221864), vec3(0.01145542, 0.9304277, 0.4105759), vec3(0.3563728, 0.9228861, 0.3282344), vec3(0.855314, 0.6949819, 0.3175117), vec3(0.730832, 0.01478493, 0.5728671), vec3(0.9304829, 0.02653277, 0.712552), vec3(0.4132186, 0.4127623, 0.6084146), vec3(0.7517329, 0.9978395, 0.1330464), vec3(0.5210338, 0.4318751, 0.9721575), vec3(0.02953994, 0.1375937, 0.9458942), vec3(0.1835506, 0.9896691, 0.7919457), vec3(0.3857062, 0.2682322, 0.1264563), vec3(0.6319699, 0.8735335, 0.04390657), vec3(0.5630485, 0.3339024, 0.993995), vec3(0.90701, 0.1512893, 0.8970422), vec3(0.3027443, 0.1144253, 0.1488708), vec3(0.9149003, 0.7382028, 0.7914025), vec3(0.07979286, 0.6892691, 0.2866171), vec3(0.7743186, 0.8046008, 0.4399814), vec3(0.3128662, 0.4362317, 0.6030678), vec3(0.1133721, 0.01605821, 0.391872), vec3(0.5185481, 0.9210006, 0.7889017), vec3(0.8217013, 0.325305, 0.1668191), vec3(0.8358996, 0.1449739, 0.3668382), vec3(0.1778213, 0.5599256, 0.1327691), vec3(0.06690693, 0.5508637, 0.07212365), vec3(0.9750564, 0.284066, 0.5727578), vec3(0.4350255, 0.8949825, 0.03574753), vec3(0.8931149, 0.9177974, 0.8123496), vec3(0.9055127, 0.989903, 0.813235), vec3(0.2897243, 0.3123978, 0.5083504), vec3(0.1519223, 0.3958645, 0.2640327), vec3(0.6840154, 0.6463035, 0.2346607), vec3(0.986473, 0.8714055, 0.3960275), vec3(0.6819352, 0.4169535, 0.8379834), vec3(0.9147297, 0.6144146, 0.7313942), vec3(0.6554981, 0.5014008, 0.9748477), vec3(0.9805915, 0.1318207, 0.2371372), vec3(0.5980836, 0.06796348, 0.9941338), vec3(0.6836596, 0.9917196, 0.2319056), vec3(0.5276511, 0.2745509, 0.5422578), vec3(0.829482, 0.03758276, 0.1240466), vec3(0.2698198, 0.0002266169, 0.3449324) ); vec3 getPoissonSample(int i) { return POISSON3D_SAMPLES[i] * 2 - 1; } float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness) { #ifdef TRANSPARENT_SURFACE collectedColor = vec4(1, 0, 1, 1); return 0; #endif collectedColor = vec4(0); int hits = 0; float depth = -viewPos.z; vec3 rayDirection = normalize(reflect(viewPos, normalize(n))); vec2 uv2 = tc * screen_res; float c = (uv2.x + uv2.y) * 0.125; float jitter = mod( c, 1.0); vec2 screenpos = 1 - abs(tc * 2 - 1); float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 64,0, 1); vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 16, 0, 1); float zFar = 128.0; vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0); vignette *= clamp(glossiness * 3 - 1.7, 0, 1); vec4 hitpoint; glossiness = 1 - glossiness; totalSamples = int(max(glossySampleCount, glossySampleCount * glossiness * vignette)); totalSamples = max(totalSamples, 1); if (glossiness < 0.35) { if (vignette > 0) { for (int i = 0; i < totalSamples; i++) { vec3 firstBasis = normalize(cross(getPoissonSample(i), rayDirection)); vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))); vec3 reflectionDirectionRandomized = rayDirection + ((firstBasis * coeffs.x + secondBasis * coeffs.y) * glossiness); //float hitDepth; bool hit = traceScreenRay(viewPos, normalize(reflectionDirectionRandomized), hitpoint, depth, depth, source); hitpoint.a = 0; if (hit) { ++hits; collectedColor += hitpoint; collectedColor.a += 1; } } if (hits > 0) { collectedColor /= hits; } else { collectedColor = vec4(0); } } } float hitAlpha = hits; hitAlpha /= totalSamples; collectedColor.a = hitAlpha * vignette; return hits; }