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/**
* @file reflectionmipF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D depthMap;
uniform float resScale;
uniform float znear;
uniform float zfar;
in vec2 vary_texcoord0;
// get linear depth value given a depth buffer sample d and znear and zfar values
float linearDepth(float d, float znear, float zfar);
void main()
{
float depth = texture(depthMap, vary_texcoord0.xy).r;
float dist = linearDepth(depth, znear, zfar);
// convert linear depth to distance
vec3 v;
v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0;
v.z = 1.0;
v = normalize(v);
dist /= v.z;
vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb;
frag_color = vec4(col, dist/256.0);
}
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