178 lines
5 KiB
GLSL
Executable file
178 lines
5 KiB
GLSL
Executable file
#version 450
|
|
|
|
#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;
|
|
uniform vec2 cameraProj;
|
|
|
|
// 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, cameraProj);
|
|
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, cameraProj);
|
|
|
|
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; //
|
|
}
|