armory/Shaders/ssgi_pass/ssgi_pass.frag.glsl

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "../compiled.glsl"
#include "../std/math.glsl"
#include "../std/gbuffer.glsl"
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 vec3 eye;
uniform vec3 eyeLook;
uniform vec2 cameraProj;
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// const int ssgiStrength = 1.0;
// const int ssgiMaxSteps = 16;
// const int ssgiBinarySteps = 4;
// const float ssgiRayStep = 0.005;
const float searchDist = 5.0;
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in vec3 viewRay;
in vec2 texCoord;
out vec4 fragColor;
vec3 hitCoord;
float depth;
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float occ = 0.0;
#ifdef _RTGI
vec3 col = vec3(0.0);
#endif
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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;
#ifdef _InvY
projectedCoord.y = 1.0 - projectedCoord.y;
#endif
return projectedCoord.xy;
}
float getDeltaDepth(vec3 hitCoord) {
depth = texture(gbufferD, getProjectedCoord(hitCoord)).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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}
vec4 binarySearch(vec3 dir) {
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for (int i = 0; i < ssgiBinarySteps; i++) {
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dir *= 0.5;
hitCoord -= dir;
if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir;
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}
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return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
}
vec4 rayCast(vec3 dir) {
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dir *= ssgiRayStep;
for (int i = 0; i < ssgiMaxSteps; i++) {
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hitCoord += dir;
if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
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}
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return vec4(0.0);
}
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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() {
vec4 g0 = texture(gbuffer0, texCoord);
float d = texture(gbufferD, texCoord).r * 2.0 - 1.0;
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// if (d == 1.0) { fragColor.rgb = vec3(0.0); return; }
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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.xyz = normalize(n.xyz);
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n.w = 1.0;
n = tiV * n;
n.xyz = normalize(n.xyz);
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vec3 p = getPosView(viewRay, d, cameraProj);
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vec4 co;
hitCoord = p.xyz;
co = rayCast(n.xyz);
occ += distance(p, hitCoord);
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
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);
const float angleMix = 0.5f;
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hitCoord = p.xyz;
co = rayCast(mix(n.xyz, o1, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
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hitCoord = p.xyz;
co = rayCast(mix(n.xyz, o2, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
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hitCoord = p.xyz;
co = rayCast(mix(n.xyz, -c1, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
hitCoord = p.xyz;
co = rayCast(mix(n.xyz, -c2, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
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#ifdef _SSGICone9
hitCoord = p.xyz;
co = rayCast(mix(n.xyz, -o1, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
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hitCoord = p.xyz;
co = rayCast(mix(n.xyz, -o2, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
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hitCoord = p.xyz;
co = rayCast(mix(n.xyz, c1, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
hitCoord = p.xyz;
co = rayCast(mix(n.xyz, c2, angleMix));
#ifdef _RTGI
col += texture(gbuffer1, co.xy).rgb;
#endif
occ += distance(p, hitCoord);
#endif
const float strength = 2.0 * (1.0 / ssgiStrength);
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#ifdef _RTGI
fragColor.rgb = vec3(occ * (col / 9.0) * strength);
#else
fragColor.rgb = vec3(occ * strength);
#endif
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}