#version 450 #include "compiled.inc" #include "std/math.glsl" #include "std/gbuffer.glsl" uniform sampler2D tex; uniform sampler2D gbufferD; uniform sampler2D gbuffer0; // Normal, roughness uniform sampler2D gbuffer1; // basecol, spec uniform mat4 P; uniform mat4 tiV; uniform vec2 cameraProj; in vec3 viewRay; in vec2 texCoord; out vec4 fragColor; vec3 hitCoord; float depth; const int numBinarySearchSteps = 7; const int maxSteps = 18; vec2 getProjectedCoord(const vec3 hit) { vec4 projectedCoord = P * vec4(hit, 1.0); projectedCoord.xy /= projectedCoord.w; projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5; #ifdef HLSL projectedCoord.y = 1.0 - projectedCoord.y; #endif return projectedCoord.xy; } float getDeltaDepth(const vec3 hit) { depth = textureLod(gbufferD, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0; vec3 viewPos = getPosView(viewRay, depth, cameraProj); return viewPos.z - hit.z; } vec4 binarySearch(vec3 dir) { float ddepth; for (int i = 0; i < numBinarySearchSteps; i++) { dir *= 0.5; hitCoord -= dir; ddepth = getDeltaDepth(hitCoord); if (ddepth < 0.0) hitCoord += dir; } // Ugly discard of hits too far away if (abs(ddepth) > 0.01) return vec4(0.0); return vec4(getProjectedCoord(hitCoord), 0.0, 1.0); } vec4 rayCast(vec3 dir) { dir *= ssrRayStep; for (int i = 0; i < maxSteps; i++) { hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); } return vec4(0.0); } void main() { vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); float roughness = unpackFloat(g0.b).y; if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; } float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a); if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; } float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; if (d == 1.0) { fragColor.rgb = vec3(0.0); return; } vec2 enc = g0.rg; vec3 n; n.z = 1.0 - abs(enc.x) - abs(enc.y); n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy); n = normalize(n); #ifdef _SSRZOnly if (n.z <= 0.9) { fragColor.rgb = vec3(0.0); return; } #endif vec4 viewNormal = tiV * vec4(n, 1.0); vec3 viewPos = getPosView(viewRay, d, cameraProj); vec3 reflected = normalize(reflect(viewPos, viewNormal.xyz)); hitCoord = viewPos.xyz; vec3 dir = reflected * max(ssrMinRayStep, -viewPos.z) * (1.0 - rand(texCoord) * ssrJitter * roughness); vec4 coords = rayCast(dir); vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy); float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0); float reflectivity = 1.0 - roughness; float intensity = pow(reflectivity, ssrFalloffExp) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((ssrSearchDist - length(viewPos.xyz - hitCoord)) * (1.0 / ssrSearchDist), 0.0, 1.0) * coords.w; intensity = clamp(intensity, 0.0, 1.0); vec3 reflCol = textureLod(tex, coords.xy, 0.0).rgb; reflCol = clamp(reflCol, 0.0, 1.0); fragColor.rgb = reflCol * intensity * 0.5; }