#version 450 #ifdef GL_ES precision mediump float; #endif #include "../compiled.glsl" #include "../std/math.glsl" #include "../std/gbuffer.glsl" uniform sampler2D tex; uniform sampler2D gbufferD; uniform sampler2D gbuffer0; // Normal, roughness uniform mat4 P; uniform mat4 tiV; // const int maxSteps = 20; // const int numBinarySearchSteps = 5; // const float ssrRayStep = 0.04; // const float ssrMinRayStep = 0.05; // const float ssrSearchDist = 5.0; // const float ssrFalloffExp = 5.0; // const float ssrJitter = 0.6; in vec3 viewRay; in vec2 texCoord; out vec4 fragColor; vec3 hitCoord; float depth; vec2 getProjectedCoord(vec3 hitCoord) { vec4 projectedCoord = P * vec4(hitCoord, 1.0); projectedCoord.xy /= projectedCoord.w; projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5; return projectedCoord.xy; } float getDeltaDepth(vec3 hitCoord) { // depth = 1.0 - texture(gbuffer0, getProjectedCoord(hitCoord)).a; depth = texture(gbufferD, getProjectedCoord(hitCoord)).r * 2.0 - 1.0; vec3 viewPos = getPosView(viewRay, depth); return viewPos.z - hitCoord.z; } vec4 binarySearch(vec3 dir) { // for (int i = 0; i < numBinarySearchSteps; i++) { dir *= 0.5; hitCoord -= dir; if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir; dir *= 0.5; hitCoord -= dir; if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir; dir *= 0.5; hitCoord -= dir; if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir; dir *= 0.5; hitCoord -= dir; if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir; dir *= 0.5; hitCoord -= dir; if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir; dir *= 0.5; hitCoord -= dir; if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir; dir *= 0.5; hitCoord -= dir; if (getDeltaDepth(hitCoord) < 0.0) hitCoord += dir; // Ugly discard of hits too far away if (abs(getDeltaDepth(hitCoord)) > 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); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); // } return vec4(0.0); } void main() { vec4 g0 = texture(gbuffer0, texCoord); float roughness = unpackFloat(g0.b).y; if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; } float d = texture(gbufferD, texCoord).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); if (n.z <= 0.9) { // Only up facing surfaces for now fragColor.rgb = vec3(0.0); return; } vec4 viewNormal = vec4(n, 1.0); viewNormal = tiV * viewNormal; vec3 viewPos = getPosView(viewRay, d); vec3 reflected = normalize(reflect((viewPos), normalize(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); if (intensity == 0.0) { fragColor.rgb = vec3(0.0); return; } vec3 reflCol = texture(tex, coords.xy).rgb; reflCol = clamp(reflCol, 0.0, 1.0); fragColor.rgb = reflCol * intensity * 0.5; // }