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/**
* @file class3/deferred/screenSpaceReflPostF.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
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform vec2 screen_res;
uniform mat4 projection_matrix;
uniform mat4 inv_proj;
uniform float zNear;
uniform float zFar;
VARYING vec2 vary_fragcoord;
VARYING vec3 camera_ray;
uniform sampler2D depthMap;
uniform sampler2D normalMap;
uniform sampler2D sceneMap;
uniform sampler2D diffuseRect;
vec3 getNorm(vec2 screenpos);
float getDepth(vec2 pos_screen);
float linearDepth(float d, float znear, float zfar);
float linearDepth01(float d, float znear, float zfar);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame);
float random (vec2 uv);
void main() {
vec2 tc = vary_fragcoord.xy;
float depth = linearDepth01(getDepth(tc), zNear, zFar);
vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
vec3 viewPos = camera_ray * depth;
vec3 rayDirection = normalize(reflect(normalize(viewPos), getNorm(tc))) * -viewPos.z;
vec2 hitpixel;
vec3 hitpoint;
vec2 uv2 = tc * screen_res;
float c = (uv2.x + uv2.y) * 0.125;
float jitter = mod( c, 1.0);
vec3 firstBasis = normalize(cross(vec3(0.f, 0.f, 1.f), rayDirection));
vec3 secondBasis = normalize(cross(rayDirection, firstBasis));
frag_color.rgb = texture(diffuseRect, tc).rgb;
vec4 collectedColor;
for (int i = 0; i < 1; i++) {
vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))) * 0.25;
vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y;
bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseRect);
if (hit) {
vec2 screenpos = tc * 2 - 1;
float vignette = 1;// clamp((1 - dot(screenpos, screenpos)) * 4,0, 1);
vignette *= dot(normalize(viewPos), getNorm(tc)) * 0.5 + 0.5;
vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / (zFar * 0.0125), 1);
collectedColor.rgb = hitpoint * vignette * 0.25;
frag_color.rgb = hitpoint;
}
}
//frag_color.rgb = collectedColor.rgb;
frag_color.a = 1.0;
}
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