armory/Shaders/ssgi_pass/ssgi_pass.frag.glsl

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#version 450
#include "compiled.inc"
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#include "std/math.glsl"
#include "std/gbuffer.glsl"
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0; // Normal
#ifdef _RTGI
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uniform sampler2D gbuffer1; // Basecol
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#endif
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uniform mat4 P;
uniform mat4 tiV;
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uniform vec2 cameraProj;
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const float angleMix = 0.5f;
#ifdef _SSGICone9
const float strength = 2.0 * (1.0 / ssgiStrength);
#else
const float strength = 2.0 * (1.0 / ssgiStrength) * 1.8;
#endif
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in vec3 viewRay;
in vec2 texCoord;
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out float fragColor;
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vec3 hitCoord;
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vec2 coord;
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float depth;
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float occ = 0.0;
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// #ifdef _RTGI
// vec3 col = vec3(0.0);
// #endif
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vec3 vpos;
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vec2 getProjectedCoord(vec3 hitCoord) {
vec4 projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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#ifdef HLSL
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projectedCoord.y = 1.0 - projectedCoord.y;
#endif
return projectedCoord.xy;
}
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float getDeltaDepth(vec3 hitCoord) {
coord = getProjectedCoord(hitCoord);
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depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0;
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vec3 p = getPosView(viewRay, depth, cameraProj);
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return p.z - hitCoord.z;
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}
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void rayCast(vec3 dir) {
hitCoord = vpos;
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dir *= ssgiRayStep;
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float dist = 0.1;
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for (int i = 0; i < ssgiMaxSteps; i++) {
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hitCoord += dir;
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float delta = getDeltaDepth(hitCoord);
if (delta > 0.0 && delta < 0.2) {
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dist = distance(vpos, hitCoord);
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break;
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}
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}
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occ += dist;
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// #ifdef _RTGI
// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist);
// #endif
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}
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vec3 tangent(const vec3 n) {
vec3 t1 = cross(n, vec3(0, 0, 1));
vec3 t2 = cross(n, vec3(0, 1, 0));
if (length(t1) > length(t2)) return normalize(t1);
else return normalize(t2);
}
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void main() {
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vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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vec2 enc = g0.rg;
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vec4 n;
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n.z = 1.0 - abs(enc.x) - abs(enc.y);
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
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n.w = 1.0;
n = tiV * n;
n.xyz = normalize(n.xyz);
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vpos = getPosView(viewRay, d, cameraProj);
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rayCast(n.xyz);
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vec3 o1 = normalize(tangent(n.xyz));
vec3 o2 = normalize(cross(o1, n.xyz));
vec3 c1 = 0.5f * (o1 + o2);
vec3 c2 = 0.5f * (o1 - o2);
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rayCast(mix(n.xyz, o1, angleMix));
rayCast(mix(n.xyz, o2, angleMix));
rayCast(mix(n.xyz, -c1, angleMix));
rayCast(mix(n.xyz, -c2, angleMix));
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#ifdef _SSGICone9
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rayCast(mix(n.xyz, -o1, angleMix));
rayCast(mix(n.xyz, -o2, angleMix));
rayCast(mix(n.xyz, c1, angleMix));
rayCast(mix(n.xyz, c2, angleMix));
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#endif
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// #ifdef _RTGI
// fragColor.rgb = vec3((occ + col * occ) * strength);
// #else
fragColor = occ * strength;
// #endif
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}