Begin screen space reflections.

This commit is contained in:
Lubos Lenco 2016-03-29 13:14:06 +02:00
parent 6ba1012355
commit ffdd0f1f3c
5 changed files with 324 additions and 0 deletions

16
Assets/ssr_material.json Normal file
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@ -0,0 +1,16 @@
{
"material_resources": [
{
"contexts": [
{
"bind_constants": [],
"bind_textures": [
],
"id": "ssr_pass"
}
],
"id": "ssr_material",
"shader": "ssr_pass/ssr_pass"
}
]
}

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@ -43,6 +43,10 @@ os.chdir('../dof_pass')
make_resources.make('dof_pass.shader.json')
make_variants.make('dof_pass.shader.json')
os.chdir('../ssr_pass')
make_resources.make('ssr_pass.shader.json')
make_variants.make('ssr_pass.shader.json')
# os.chdir('../combine_pass')
# make_resources.make('combine_pass.shader.json')
# make_variants.make('combine_pass.shader.json')

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler2D gbuffer0; // Normal, depth
uniform sampler2D gbuffer1; // Position, roughness
uniform sampler2D gbuffer2;
uniform mat4 P;
uniform mat4 V;
// const vec2 gTexSizeInv = vec2(1.0 / 1136.0, 1.0 / 640.0);
const float rayStep = 0.25;
const float minRayStep = 0.1;
const float maxSteps = 20;
const float searchDist = 5;
const float searchDistInv = 0.2;
const int numBinarySearchSteps = 5;
const float maxDDepth = 1.0;
const float maxDDepthInv = 1.0;
const float reflectionSpecularFalloffExponent = 3.0;
in vec2 texCoord;
vec3 hitCoord;
float dDepth;
vec3 BinarySearch(vec3 dir) {
float depth;
vec4 projectedCoord;
// for (int i = 0; i < numBinarySearchSteps; i++) {
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
// }
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
return vec3(projectedCoord.xy, depth);
}
vec4 RayCast(vec3 dir) {
dir *= rayStep;
float depth;
// for (int i = 0; i < maxSteps; i++) {
hitCoord += dir;
vec4 projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
// }
return vec4(0.0, 0.0, 0.0, 0.0);
}
void main() {
// vec2 gTexCoord = gl_FragCoord.xy * gTexSizeInv;
// Samples
float roughness = texture(gbuffer1, texCoord).a;
float specular = 1.0 - roughness;
if (specular == 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
vec4 viewNormal = vec4(texture(gbuffer0, texCoord).rgb, 1.0);
viewNormal = V * viewNormal;
viewNormal /= viewNormal.w;
vec4 viewPos = vec4(texture(gbuffer1, texCoord).rgb, 1.0);
viewPos = V * viewPos;
viewPos /= viewPos.w;
// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos.xyz), normalize(viewNormal.xyz)));
// Ray cast
hitCoord = viewPos.xyz;
dDepth = 0.0;
vec4 coords = RayCast(reflected * max(minRayStep, -viewPos.z));
vec2 dCoords = abs(vec2(0.5, 0.5) - coords.xy);
float screenEdgefactor = clamp(1.0 - (dCoords.x + dCoords.y), 0.0, 1.0);
float intensity = pow(specular, reflectionSpecularFalloffExponent) *
screenEdgefactor * clamp(-reflected.z, 0.0, 1.0) *
clamp((searchDist - length(viewPos.xyz - hitCoord)) * searchDistInv, 0.0, 1.0) * coords.w;
vec4 reflCol = vec4(texture(tex, coords.xy).rgb, 1.0);
vec4 texColor = texture(tex, texCoord);
gl_FragColor = texColor * (1.0 - intensity) + reflCol * intensity;
}

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{
"contexts": [
{
"id": "ssr_pass",
"params": [
{
"id": "depth_write",
"value": "true"
},
{
"id": "compare_mode",
"value": "always"
},
{
"id": "cull_mode",
"value": "none"
},
{
"id": "blend_source",
"value": "blend_one"
},
{
"id": "blend_destination",
"value": "blend_zero"
}
],
"links": [
{
"id": "P",
"link": "_projectionMatrix"
},
{
"id": "V",
"link": "_viewMatrix"
}
],
"texture_params": [],
"vertex_shader": "ssr_pass.vert.glsl",
"fragment_shader": "ssr_pass.frag.glsl"
}
]
}

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#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
out vec2 texCoord;
const vec2 madd = vec2(0.5, 0.5);
void main() {
// Scale vertex attribute to [0-1] range
texCoord = pos.xy * madd + madd;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}