91 lines
2.7 KiB
GLSL
91 lines
2.7 KiB
GLSL
/**
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* @file class3/deferred/screenSpaceReflPostF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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out vec4 frag_color;
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uniform vec2 screen_res;
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uniform mat4 projection_matrix;
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uniform mat4 inv_proj;
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uniform float zNear;
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uniform float zFar;
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in vec2 vary_fragcoord;
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in vec3 camera_ray;
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uniform sampler2D specularRect;
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uniform sampler2D diffuseRect;
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uniform sampler2D diffuseMap;
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vec4 getNorm(vec2 screenpos);
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float getDepth(vec2 pos_screen);
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float linearDepth(float d, float znear, float zfar);
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float linearDepth01(float d, float znear, float zfar);
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vec4 getPositionWithDepth(vec2 pos_screen, float depth);
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vec4 getPosition(vec2 pos_screen);
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float random (vec2 uv);
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float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness);
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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float depth = linearDepth01(getDepth(tc), zNear, zFar);
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vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
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vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
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vec4 spec = texture(specularRect, tc);
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vec2 hitpixel;
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vec4 diffuse = texture(diffuseRect, tc);
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vec3 specCol = spec.rgb;
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vec4 fcol = texture(diffuseMap, tc);
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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vec3 orm = specCol.rgb;
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float perceptualRoughness = orm.g;
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float metallic = orm.b;
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vec3 f0 = vec3(0.04);
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vec3 baseColor = diffuse.rgb;
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vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
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specCol = mix(f0, baseColor.rgb, metallic);
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}
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vec4 collectedColor = vec4(0);
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float w = tapScreenSpaceReflection(4, tc, pos, norm.xyz, collectedColor, diffuseMap, 0);
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collectedColor.rgb *= specCol.rgb;
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fcol += collectedColor * w;
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frag_color = max(fcol, vec4(0));
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}
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