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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
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
// NOTE screenMap should always be texture channel 0 and
// depthmap should always be channel 1
uniform sampler2DRect diffuseRect;
uniform sampler2DRect depthMap;
uniform float resScale;
uniform float znear;
uniform float zfar;
VARYING 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()
{
#if 0
float w[9];
float c = 1.0/16.0; //corner weight
float e = 1.0/8.0; //edge weight
float m = 1.0/4.0; //middle weight
//float wsum = c*4+e*4+m;
w[0] = c; w[1] = e; w[2] = c;
w[3] = e; w[4] = m; w[5] = e;
w[6] = c; w[7] = e; w[8] = c;
vec2 tc[9];
float ed = 1;
float cd = 1;
tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd);
tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0);
tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1);
vec3 color = vec3(0,0,0);
for (int i = 0; i < 9; ++i)
{
color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
//color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
}
//color /= wsum;
frag_color = vec4(color, 1.0);
#else
vec2 depth_tc = vary_texcoord0.xy * resScale;
float depth = texture(depthMap, depth_tc).r;
float dist = linearDepth(depth, znear, zfar);
// convert linear depth to distance
vec3 v;
v.xy = depth_tc / 256.0 * 2.0 - 1.0;
v.z = 1.0;
v = normalize(v);
dist /= v.z;
vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb;
frag_color = vec4(col, dist/256.0);
#endif
}
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