armory/Shaders/std/ssrs.glsl
2017-07-05 23:26:13 +02:00

44 lines
1.3 KiB
GLSL

#include "../std/gbuffer.glsl"
uniform mat4 VP;
vec2 getProjectedCoord(vec3 hitCoord) {
vec4 projectedCoord = VP * 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, sampler2D gbuffer0, mat4 invVP, vec3 eye) {
vec2 texCoord = getProjectedCoord(hitCoord);
// #ifdef _InvY // D3D
// float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
// #else
// TODO: store_depth
vec4 g0 = texture(gbuffer0, texCoord);
float depth = (1.0 - g0.a) * 2.0 - 1.0;
// #endif
vec3 wpos = getPos2(invVP, depth, texCoord);
float d1 = length(eye - wpos);
float d2 = length(eye - hitCoord);
return d1 - d2;
}
float traceShadow(vec3 dir, vec3 hitCoord, sampler2D gbuffer0, mat4 invVP, vec3 eye) {
dir *= ssrsRayStep;
// for (int i = 0; i < maxSteps; i++) {
hitCoord += dir;
if (getDeltaDepth(hitCoord, gbuffer0, invVP, eye) > 0.0) return 0.6;
hitCoord += dir;
if (getDeltaDepth(hitCoord, gbuffer0, invVP, eye) > 0.0) return 0.7;
hitCoord += dir;
if (getDeltaDepth(hitCoord, gbuffer0, invVP, eye) > 0.0) return 0.8;
hitCoord += dir;
if (getDeltaDepth(hitCoord, gbuffer0, invVP, eye) > 0.0) return 0.9;
//}
return 1.0;
}