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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 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;
int iterationCount = 40;
float rayStep = 0.1;
float distanceBias = 0.02;
float depthRejectBias = 0.001;
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 *= 1.05;
}
}
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;
}
float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source)
{
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);
vec3 firstBasis = normalize(cross(vec3(1,1,1), rayDirection));
vec3 secondBasis = normalize(cross(rayDirection, firstBasis));
vec2 screenpos = 1 - abs(tc * 2 - 1);
float vignette = clamp((screenpos.x * screenpos.y) * 16,0, 1);
vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5 - 0.2) * 8, 0, 1);
float zFar = 64.0;
vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0);
//vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / zFar, 1);
vec4 hitpoint;
if (totalSamples > 1)
{
for (int i = 0; i < totalSamples; i++)
{
vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0)));
vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y;
//float hitDepth;
bool hit = traceScreenRay(viewPos, normalize(reflectionDirectionRandomized), hitpoint, depth, depth, source);
if (hit)
{
++hits;
collectedColor += hitpoint;
}
}
}
else
{
bool hit = traceScreenRay(viewPos, normalize(rayDirection), hitpoint, depth, depth, source);
if (hit)
{
++hits;
collectedColor += hitpoint;
}
}
if (hits > 0)
{
collectedColor /= hits;
}
else
{
collectedColor = vec4(0);
}
return min(float(hits), 1.0) * vignette;
}
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