This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
319 lines
8 KiB
GLSL
319 lines
8 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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layout(location=4) in vec2 uv_in;
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out vec2 uv_interp;
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out vec2 pos_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vertex_attrib;
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pos_interp.xy=gl_Position.xy;
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}
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[fragment]
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in vec2 uv_interp;
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in vec2 pos_interp;
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uniform sampler2D source_diffuse; //texunit:0
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uniform sampler2D source_normal_roughness; //texunit:1
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uniform sampler2D source_depth; //texunit:2
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uniform float camera_z_near;
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uniform float camera_z_far;
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uniform vec2 viewport_size;
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uniform vec2 pixel_size;
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uniform float filter_mipmap_levels;
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uniform mat4 inverse_projection;
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uniform mat4 projection;
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uniform int num_steps;
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uniform float depth_tolerance;
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uniform float distance_fade;
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uniform float curve_fade_in;
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layout(location = 0) out vec4 frag_color;
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vec2 view_to_screen(vec3 view_pos,out float w) {
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vec4 projected = projection * vec4(view_pos, 1.0);
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projected.xyz /= projected.w;
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projected.xy = projected.xy * 0.5 + 0.5;
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w=projected.w;
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return projected.xy;
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}
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#define M_PI 3.14159265359
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void main() {
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////
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vec4 diffuse = texture( source_diffuse, uv_interp );
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vec4 normal_roughness = texture( source_normal_roughness, uv_interp);
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vec3 normal;
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normal = normal_roughness.xyz*2.0-1.0;
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float roughness = normal_roughness.w;
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float depth_tex = texture(source_depth,uv_interp).r;
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vec4 world_pos = inverse_projection * vec4( uv_interp*2.0-1.0, depth_tex*2.0-1.0, 1.0 );
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vec3 vertex = world_pos.xyz/world_pos.w;
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vec3 view_dir = normalize(vertex);
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vec3 ray_dir = normalize(reflect(view_dir, normal));
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if (dot(ray_dir,normal)<0.001) {
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frag_color=vec4(0.0);
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return;
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}
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//ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
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//ray_dir = normalize(vec3(1,1,-1));
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////////////////
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//make ray length and clip it against the near plane (don't want to trace beyond visible)
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float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far;
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vec3 ray_end = vertex + ray_dir*ray_len;
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float w_begin;
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vec2 vp_line_begin = view_to_screen(vertex,w_begin);
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float w_end;
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vec2 vp_line_end = view_to_screen( ray_end, w_end);
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vec2 vp_line_dir = vp_line_end-vp_line_begin;
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//we need to interpolate w along the ray, to generate perspective correct reflections
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w_begin = 1.0/w_begin;
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w_end = 1.0/w_end;
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float z_begin = vertex.z*w_begin;
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float z_end = ray_end.z*w_end;
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vec2 line_begin = vp_line_begin/pixel_size;
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vec2 line_dir = vp_line_dir/pixel_size;
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float z_dir = z_end - z_begin;
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float w_dir = w_end - w_begin;
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// clip the line to the viewport edges
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float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x));
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float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y));
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float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x));
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float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y));
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float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y);
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line_dir *= line_clip;
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z_dir *= line_clip;
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w_dir *=line_clip;
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//clip z and w advance to line advance
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vec2 line_advance = normalize(line_dir); //down to pixel
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float step_size = length(line_advance)/length(line_dir);
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float z_advance = z_dir*step_size; // adapt z advance to line advance
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float w_advance = w_dir*step_size; // adapt w advance to line advance
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//make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice)
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float advance_angle_adj = 1.0/max(abs(line_advance.x),abs(line_advance.y));
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line_advance*=advance_angle_adj; // adapt z advance to line advance
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z_advance*=advance_angle_adj;
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w_advance*=advance_angle_adj;
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vec2 pos = line_begin;
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float z = z_begin;
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float w = w_begin;
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float z_from=z/w;
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float z_to=z_from;
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float depth;
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vec2 prev_pos=pos;
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bool found=false;
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float steps_taken=0.0;
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for(int i=0;i<num_steps;i++) {
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pos+=line_advance;
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z+=z_advance;
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w+=w_advance;
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//convert to linear depth
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depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
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#else
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depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
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#endif
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depth=-depth;
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z_from = z_to;
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z_to = z/w;
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if (depth>z_to) {
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//if depth was surpassed
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if (depth<=max(z_to,z_from)+depth_tolerance) {
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//check the depth tolerance
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found=true;
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}
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break;
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}
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steps_taken+=1.0;
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prev_pos=pos;
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}
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if (found) {
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float margin_blend=1.0;
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vec2 margin = vec2((viewport_size.x+viewport_size.y)*0.5*0.05); //make a uniform margin
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if (any(bvec4(lessThan(pos,-margin),greaterThan(pos,viewport_size+margin)))) {
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//clip outside screen + margin
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frag_color=vec4(0.0);
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return;
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}
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{
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//blend fading out towards external margin
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vec2 margin_grad = mix(pos-viewport_size,-pos,lessThan(pos,vec2(0.0)));
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margin_blend = 1.0-smoothstep(0.0,margin.x,max(margin_grad.x,margin_grad.y));
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//margin_blend=1.0;
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}
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vec2 final_pos;
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float grad;
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grad=steps_taken/float(num_steps);
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float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in);
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float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade;
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final_pos=pos;
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#ifdef REFLECT_ROUGHNESS
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vec4 final_color;
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//if roughness is enabled, do screen space cone tracing
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if (roughness > 0.001) {
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///////////////////////////////////////////////////////////////////////////////////////
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//use a blurred version (in consecutive mipmaps) of the screen to simulate roughness
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float gloss = 1.0-roughness;
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float cone_angle = roughness * M_PI * 0.5;
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vec2 cone_dir = final_pos - line_begin;
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float cone_len = length(cone_dir);
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cone_dir = normalize(cone_dir); //will be used normalized from now on
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float max_mipmap = filter_mipmap_levels - 1.0;
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float gloss_mult=gloss;
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float rem_alpha=1.0;
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final_color = vec4(0.0);
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for(int i=0;i<7;i++) {
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float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle
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float radius;
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{
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//fit to sphere inside cone (sphere ends at end of cone), something like this:
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// ___
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// \O/
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// V
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//
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// as it avoids bleeding from beyond the reflection as much as possible. As a plus
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// it also makes the rough reflection more elongated.
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float a = op_len;
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float h = cone_len;
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float a2 = a * a;
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float fh2 = 4.0f * h * h;
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radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
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}
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//find the place where screen must be sampled
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vec2 sample_pos = ( line_begin + cone_dir * (cone_len - radius) ) * pixel_size;
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//radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels
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float mipmap = clamp( log2( radius ), 0.0, max_mipmap );
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//mipmap = max(mipmap-1.0,0.0);
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//do sampling
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vec4 sample_color;
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{
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sample_color = textureLod(source_diffuse,sample_pos,mipmap);
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}
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//multiply by gloss
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sample_color.rgb*=gloss_mult;
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sample_color.a=gloss_mult;
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rem_alpha -= sample_color.a;
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if(rem_alpha < 0.0) {
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sample_color.rgb *= (1.0 - abs(rem_alpha));
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}
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final_color+=sample_color;
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if (final_color.a>=0.95) {
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// This code of accumulating gloss and aborting on near one
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// makes sense when you think of cone tracing.
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// Think of it as if roughness was 0, then we could abort on the first
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// iteration. For lesser roughness values, we need more iterations, but
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// each needs to have less influence given the sphere is smaller
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break;
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}
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cone_len-=radius*2.0; //go to next (smaller) circle.
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gloss_mult*=gloss;
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}
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} else {
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final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0);
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}
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frag_color = vec4(final_color.rgb,fade*margin_blend);
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#else
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frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend);
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#endif
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} else {
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frag_color = vec4(0.0,0.0,0.0,0.0);
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}
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}
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