armory/raw/ssr_pass/ssr_pass.frag.glsl
2016-03-29 13:14:06 +02:00

245 lines
7.5 KiB
GLSL

#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler2D gbuffer0; // Normal, depth
uniform sampler2D gbuffer1; // Position, roughness
uniform sampler2D gbuffer2;
uniform mat4 P;
uniform mat4 V;
// const vec2 gTexSizeInv = vec2(1.0 / 1136.0, 1.0 / 640.0);
const float rayStep = 0.25;
const float minRayStep = 0.1;
const float maxSteps = 20;
const float searchDist = 5;
const float searchDistInv = 0.2;
const int numBinarySearchSteps = 5;
const float maxDDepth = 1.0;
const float maxDDepthInv = 1.0;
const float reflectionSpecularFalloffExponent = 3.0;
in vec2 texCoord;
vec3 hitCoord;
float dDepth;
vec3 BinarySearch(vec3 dir) {
float depth;
vec4 projectedCoord;
// for (int i = 0; i < numBinarySearchSteps; i++) {
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth > 0.0) {
hitCoord += dir;
}
dir *= 0.5;
hitCoord -= dir;
// }
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
return vec3(projectedCoord.xy, depth);
}
vec4 RayCast(vec3 dir) {
dir *= rayStep;
float depth;
// for (int i = 0; i < maxSteps; i++) {
hitCoord += dir;
vec4 projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
hitCoord += dir;
projectedCoord = P * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
depth = texture(gbuffer0, projectedCoord.xy).a;
dDepth = hitCoord.z - depth;
if (dDepth < 0.0) {
return vec4(BinarySearch(dir), 1.0);
}
// }
return vec4(0.0, 0.0, 0.0, 0.0);
}
void main() {
// vec2 gTexCoord = gl_FragCoord.xy * gTexSizeInv;
// Samples
float roughness = texture(gbuffer1, texCoord).a;
float specular = 1.0 - roughness;
if (specular == 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
vec4 viewNormal = vec4(texture(gbuffer0, texCoord).rgb, 1.0);
viewNormal = V * viewNormal;
viewNormal /= viewNormal.w;
vec4 viewPos = vec4(texture(gbuffer1, texCoord).rgb, 1.0);
viewPos = V * viewPos;
viewPos /= viewPos.w;
// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos.xyz), normalize(viewNormal.xyz)));
// Ray cast
hitCoord = viewPos.xyz;
dDepth = 0.0;
vec4 coords = RayCast(reflected * max(minRayStep, -viewPos.z));
vec2 dCoords = abs(vec2(0.5, 0.5) - coords.xy);
float screenEdgefactor = clamp(1.0 - (dCoords.x + dCoords.y), 0.0, 1.0);
float intensity = pow(specular, reflectionSpecularFalloffExponent) *
screenEdgefactor * clamp(-reflected.z, 0.0, 1.0) *
clamp((searchDist - length(viewPos.xyz - hitCoord)) * searchDistInv, 0.0, 1.0) * coords.w;
vec4 reflCol = vec4(texture(tex, coords.xy).rgb, 1.0);
vec4 texColor = texture(tex, texCoord);
gl_FragColor = texColor * (1.0 - intensity) + reflCol * intensity;
}