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/**
 * @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;

// Shamelessly taken from http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html
// Original paper: https://jcgt.org/published/0003/04/04/
// By Morgan McGuire and Michael Mara at Williams College 2014
// Released as open source under the BSD 2-Clause License
// http://opensource.org/licenses/BSD-2-Clause

float distanceSquared(vec2 a, vec2 b) { a -= b; return dot(a, a); }

bool traceScreenSpaceRay1(vec3 csOrig, vec3 csDir, mat4 proj, float zThickness, 
                            float nearPlaneZ, float stride, float jitter, const float maxSteps, float maxDistance,
                            out vec2 hitPixel, out vec3 hitPoint)
{

    // Clip to the near plane    
    float rayLength = ((csOrig.z + csDir.z * maxDistance) > nearPlaneZ) ?
        (nearPlaneZ - csOrig.z) / csDir.z : maxDistance;
    vec3 csEndPoint = csOrig + csDir * rayLength;

    // Project into homogeneous clip space
    vec4 H0 = proj * vec4(csOrig, 1.0);
    vec4 H1 = proj * vec4(csEndPoint, 1.0);
    float k0 = 1.0 / H0.w, k1 = 1.0 / H1.w;

    // The interpolated homogeneous version of the camera-space points  
    vec3 Q0 = csOrig * k0, Q1 = csEndPoint * k1;

    // Screen-space endpoints
    vec2 P0 = H0.xy * k0, P1 = H1.xy * k1;

    // If the line is degenerate, make it cover at least one pixel
    // to avoid handling zero-pixel extent as a special case later
    P1 += vec2((distanceSquared(P0, P1) < 0.0001) ? 0.01 : 0.0);
    vec2 delta = P1 - P0;

    // Permute so that the primary iteration is in x to collapse
    // all quadrant-specific DDA cases later
    bool permute = false;
    if (abs(delta.x) < abs(delta.y)) { 
        // This is a more-vertical line
        permute = true; delta = delta.yx; P0 = P0.yx; P1 = P1.yx; 
    }

    float stepDir = sign(delta.x);
    float invdx = stepDir / delta.x;

    // Track the derivatives of Q and k
    vec3  dQ = (Q1 - Q0) * invdx;
    float dk = (k1 - k0) * invdx;
    vec2  dP = vec2(stepDir, delta.y * invdx);

    // Scale derivatives by the desired pixel stride and then
    // offset the starting values by the jitter fraction
    dP *= stride; dQ *= stride; dk *= stride;
    P0 += dP * jitter; Q0 += dQ * jitter; k0 += dk * jitter;

    // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, k from k0 to k1
    vec3 Q = Q0; 

    // Adjust end condition for iteration direction
    float  end = P1.x * stepDir;

    float k = k0, stepCount = 0.0, prevZMaxEstimate = csOrig.z;
    float rayZMin = prevZMaxEstimate, rayZMax = prevZMaxEstimate;
    float sceneZMax = rayZMax + 100;
    for (vec2 P = P0; 
         ((P.x * stepDir) <= end) && (stepCount < maxSteps) &&
         ((rayZMax < sceneZMax - zThickness) || (rayZMin > sceneZMax)) &&
          (sceneZMax != 0); 
         P += dP, Q.z += dQ.z, k += dk, ++stepCount) {
        
        rayZMin = prevZMaxEstimate;
        rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k);
        prevZMaxEstimate = rayZMax;
        if (rayZMin > rayZMax) { 
           float t = rayZMin; rayZMin = rayZMax; rayZMax = t;
        }

        hitPixel = permute ? P.yx : P;
        hitPixel.y = screen_res.y - hitPixel.y;
        // You may need hitPixel.y = screen_res.y - hitPixel.y; here if your vertical axis
        // is different than ours in screen space
        sceneZMax = texelFetch(depthMap, ivec2(hitPixel)).r;
    }
    
    // Advance Q based on the number of steps
    Q.xy += dQ.xy * stepCount;
    hitPoint = Q * (1.0 / k);
    return (rayZMax >= sceneZMax - zThickness) && (rayZMin < sceneZMax);
}