armory/Shaders/ssgi_pass/ssgi_pass.frag.glsl
2017-11-02 12:10:01 +01:00

182 lines
5 KiB
GLSL
Executable file

#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;
#ifdef _InvY
projectedCoord.y = 1.0 - projectedCoord.y;
#endif
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; //
}