Begin screen space reflections.
This commit is contained in:
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6ba1012355
commit
ffdd0f1f3c
16
Assets/ssr_material.json
Normal file
16
Assets/ssr_material.json
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{
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"material_resources": [
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{
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"contexts": [
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{
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"bind_constants": [],
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"bind_textures": [
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],
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"id": "ssr_pass"
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}
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],
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"id": "ssr_material",
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"shader": "ssr_pass/ssr_pass"
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}
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]
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}
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@ -43,6 +43,10 @@ os.chdir('../dof_pass')
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make_resources.make('dof_pass.shader.json')
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make_variants.make('dof_pass.shader.json')
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os.chdir('../ssr_pass')
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make_resources.make('ssr_pass.shader.json')
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make_variants.make('ssr_pass.shader.json')
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# os.chdir('../combine_pass')
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# make_resources.make('combine_pass.shader.json')
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# make_variants.make('combine_pass.shader.json')
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244
raw/ssr_pass/ssr_pass.frag.glsl
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244
raw/ssr_pass/ssr_pass.frag.glsl
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D tex;
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uniform sampler2D gbuffer0; // Normal, depth
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uniform sampler2D gbuffer1; // Position, roughness
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uniform sampler2D gbuffer2;
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uniform mat4 P;
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uniform mat4 V;
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// const vec2 gTexSizeInv = vec2(1.0 / 1136.0, 1.0 / 640.0);
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const float rayStep = 0.25;
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const float minRayStep = 0.1;
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const float maxSteps = 20;
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const float searchDist = 5;
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const float searchDistInv = 0.2;
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const int numBinarySearchSteps = 5;
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const float maxDDepth = 1.0;
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const float maxDDepthInv = 1.0;
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const float reflectionSpecularFalloffExponent = 3.0;
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in vec2 texCoord;
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vec3 hitCoord;
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float dDepth;
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vec3 BinarySearch(vec3 dir) {
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float depth;
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vec4 projectedCoord;
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// for (int i = 0; i < numBinarySearchSteps; i++) {
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth > 0.0) {
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hitCoord += dir;
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}
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dir *= 0.5;
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hitCoord -= dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth > 0.0) {
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hitCoord += dir;
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}
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dir *= 0.5;
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hitCoord -= dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth > 0.0) {
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hitCoord += dir;
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}
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dir *= 0.5;
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hitCoord -= dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth > 0.0) {
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hitCoord += dir;
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}
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dir *= 0.5;
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hitCoord -= dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth > 0.0) {
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hitCoord += dir;
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}
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dir *= 0.5;
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hitCoord -= dir;
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// }
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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return vec3(projectedCoord.xy, depth);
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}
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vec4 RayCast(vec3 dir) {
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dir *= rayStep;
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float depth;
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// for (int i = 0; i < maxSteps; i++) {
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hitCoord += dir;
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vec4 projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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hitCoord += dir;
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projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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depth = texture(gbuffer0, projectedCoord.xy).a;
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dDepth = hitCoord.z - depth;
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if (dDepth < 0.0) {
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return vec4(BinarySearch(dir), 1.0);
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}
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// }
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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void main() {
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// vec2 gTexCoord = gl_FragCoord.xy * gTexSizeInv;
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// Samples
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float roughness = texture(gbuffer1, texCoord).a;
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float specular = 1.0 - roughness;
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if (specular == 0.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec4 viewNormal = vec4(texture(gbuffer0, texCoord).rgb, 1.0);
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viewNormal = V * viewNormal;
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viewNormal /= viewNormal.w;
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vec4 viewPos = vec4(texture(gbuffer1, texCoord).rgb, 1.0);
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viewPos = V * viewPos;
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viewPos /= viewPos.w;
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// Reflection vector
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vec3 reflected = normalize(reflect(normalize(viewPos.xyz), normalize(viewNormal.xyz)));
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// Ray cast
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hitCoord = viewPos.xyz;
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dDepth = 0.0;
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vec4 coords = RayCast(reflected * max(minRayStep, -viewPos.z));
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vec2 dCoords = abs(vec2(0.5, 0.5) - coords.xy);
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float screenEdgefactor = clamp(1.0 - (dCoords.x + dCoords.y), 0.0, 1.0);
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float intensity = pow(specular, reflectionSpecularFalloffExponent) *
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screenEdgefactor * clamp(-reflected.z, 0.0, 1.0) *
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clamp((searchDist - length(viewPos.xyz - hitCoord)) * searchDistInv, 0.0, 1.0) * coords.w;
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vec4 reflCol = vec4(texture(tex, coords.xy).rgb, 1.0);
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vec4 texColor = texture(tex, texCoord);
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gl_FragColor = texColor * (1.0 - intensity) + reflCol * intensity;
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}
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42
raw/ssr_pass/ssr_pass.shader.json
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raw/ssr_pass/ssr_pass.shader.json
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{
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"contexts": [
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{
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"id": "ssr_pass",
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"params": [
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{
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"id": "depth_write",
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"value": "true"
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},
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{
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"id": "compare_mode",
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"value": "always"
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},
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{
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"id": "cull_mode",
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"value": "none"
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},
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{
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"id": "blend_source",
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"value": "blend_one"
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},
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{
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"id": "blend_destination",
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"value": "blend_zero"
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}
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],
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"links": [
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{
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"id": "P",
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"link": "_projectionMatrix"
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},
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{
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"id": "V",
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"link": "_viewMatrix"
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}
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],
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"texture_params": [],
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"vertex_shader": "ssr_pass.vert.glsl",
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"fragment_shader": "ssr_pass.frag.glsl"
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}
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]
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}
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18
raw/ssr_pass/ssr_pass.vert.glsl
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raw/ssr_pass/ssr_pass.vert.glsl
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#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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in vec2 pos;
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out vec2 texCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main() {
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// Scale vertex attribute to [0-1] range
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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