122 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			122 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | #include "std/math.glsl" | ||
|  | #include "std/gbuffer.glsl" | ||
|  | 
 | ||
|  | uniform sampler2D tex; | ||
|  | uniform sampler2D gbufferD; | ||
|  | uniform sampler2D gbuffer0; // Normal, roughness | ||
|  | uniform sampler2D gbuffer1; // basecol, spec | ||
|  | uniform mat4 P; | ||
|  | uniform mat3 V3; | ||
|  | uniform vec2 cameraProj; | ||
|  | 
 | ||
|  | #ifdef _CPostprocess | ||
|  | uniform vec3 PPComp9; | ||
|  | uniform vec3 PPComp10; | ||
|  | #endif | ||
|  | 
 | ||
|  | in vec3 viewRay; | ||
|  | in vec2 texCoord; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | vec3 hitCoord; | ||
|  | float depth; | ||
|  | 
 | ||
|  | const int numBinarySearchSteps = 7; | ||
|  | const int maxSteps = int(ceil(1.0 / ssrRayStep) * ssrSearchDist); | ||
|  | 
 | ||
|  | vec2 getProjectedCoord(const vec3 hit) { | ||
|  | 	vec4 projectedCoord = P * vec4(hit, 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(const vec3 hit) { | ||
|  | 	depth = textureLod(gbufferD, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0; | ||
|  | 	vec3 viewPos = getPosView(viewRay, depth, cameraProj); | ||
|  | 	return viewPos.z - hit.z; | ||
|  | } | ||
|  | 
 | ||
|  | vec4 binarySearch(vec3 dir) { | ||
|  | 	float ddepth; | ||
|  | 	for (int i = 0; i < numBinarySearchSteps; i++) { | ||
|  | 		dir *= 0.5; | ||
|  | 		hitCoord -= dir; | ||
|  | 		ddepth = getDeltaDepth(hitCoord); | ||
|  | 		if (ddepth < 0.0) hitCoord += dir; | ||
|  | 	} | ||
|  | 	// Ugly discard of hits too far away | ||
|  | 	#ifdef _CPostprocess | ||
|  | 		if (abs(ddepth) > PPComp9.z / 500) return vec4(0.0); | ||
|  | 	#else | ||
|  | 		if (abs(ddepth) > ssrSearchDist / 500) return vec4(0.0); | ||
|  | 	#endif | ||
|  | 	return vec4(getProjectedCoord(hitCoord), 0.0, 1.0); | ||
|  | } | ||
|  | 
 | ||
|  | vec4 rayCast(vec3 dir) { | ||
|  | 	#ifdef _CPostprocess | ||
|  | 		dir *= PPComp9.x; | ||
|  | 	#else | ||
|  | 		dir *= ssrRayStep; | ||
|  | 	#endif | ||
|  | 	for (int i = 0; i < maxSteps; i++) { | ||
|  | 		hitCoord += dir; | ||
|  | 		if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); | ||
|  | 	} | ||
|  | 	return vec4(0.0); | ||
|  | } | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); | ||
|  | 	float roughness = unpackFloat(g0.b).y; | ||
|  | 	if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; } | ||
|  | 
 | ||
|  | 	float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a); | ||
|  | 	if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; } | ||
|  | 
 | ||
|  | 	float d = textureLod(gbufferD, texCoord, 0.0).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); | ||
|  | 
 | ||
|  | 	vec3 viewNormal = V3 * n; | ||
|  | 	vec3 viewPos = getPosView(viewRay, d, cameraProj); | ||
|  | 	vec3 reflected = reflect(viewPos, viewNormal); | ||
|  | 	hitCoord = viewPos; | ||
|  | 
 | ||
|  | 	#ifdef _CPostprocess | ||
|  | 		vec3 dir = reflected * (1.0 - rand(texCoord) * PPComp10.y * roughness) * 2.0; | ||
|  | 	#else | ||
|  | 		vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	// * max(ssrMinRayStep, -viewPos.z) | ||
|  | 	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; | ||
|  | 	#ifdef _CPostprocess | ||
|  | 		float intensity = pow(reflectivity, PPComp10.x) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((PPComp9.z - length(viewPos - hitCoord)) * (1.0 / PPComp9.z), 0.0, 1.0) * coords.w; | ||
|  | 	#else | ||
|  | 		float intensity = pow(reflectivity, ssrFalloffExp) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((ssrSearchDist - length(viewPos - hitCoord)) * (1.0 / ssrSearchDist), 0.0, 1.0) * coords.w; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	intensity = clamp(intensity, 0.0, 1.0); | ||
|  | 	vec3 reflCol = textureLod(tex, coords.xy, 0.0).rgb; | ||
|  | 	reflCol = clamp(reflCol, 0.0, 1.0); | ||
|  | 	fragColor.rgb = reflCol * intensity * 0.5; | ||
|  | } |