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											2025-01-22 16:18:30 +01:00
										 |  |  | //https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-refraction.html | 
					
						
							|  |  |  | //Implemented by Yvain Douard. | 
					
						
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							|  |  |  | #version 450 | 
					
						
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							|  |  |  | #include "compiled.inc" | 
					
						
							|  |  |  | #include "std/math.glsl" | 
					
						
							|  |  |  | #include "std/gbuffer.glsl" | 
					
						
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							|  |  |  | uniform sampler2D tex; | 
					
						
							|  |  |  | uniform sampler2D tex1; | 
					
						
							|  |  |  | uniform sampler2D gbufferD; | 
					
						
							|  |  |  | uniform sampler2D gbuffer0; | 
					
						
							|  |  |  | uniform sampler2D gbufferD1; | 
					
						
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							|  |  |  | uniform sampler2D gbuffer_refraction; // ior\opacity | 
					
						
							|  |  |  | uniform mat4 P; | 
					
						
							|  |  |  | uniform mat3 V3; | 
					
						
							|  |  |  | uniform vec2 cameraProj; | 
					
						
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							|  |  |  | in vec3 viewRay; | 
					
						
							|  |  |  | in vec2 texCoord; | 
					
						
							|  |  |  | out vec4 fragColor; | 
					
						
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							|  |  |  | vec3 hitCoord; | 
					
						
							|  |  |  | float depth; | 
					
						
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							|  |  |  | const int numBinarySearchSteps = 7; | 
					
						
							|  |  |  | const int maxSteps = int(ceil(1.0 / ss_refractionRayStep) * ss_refractionSearchDist); | 
					
						
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							|  |  |  | 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; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | float getDeltaDepth(const vec3 hit) { | 
					
						
							|  |  |  | 	depth = textureLod(gbufferD1, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0; | 
					
						
							|  |  |  | 	vec3 viewPos = getPosView(viewRay, depth, cameraProj); | 
					
						
							|  |  |  | 	return viewPos.z - hit.z; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | 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; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (abs(ddepth) > ss_refractionSearchDist) return vec4(0.0); | 
					
						
							|  |  |  | 	return vec4(getProjectedCoord(hitCoord), 0.0, 1.0); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | vec4 rayCast(vec3 dir) { | 
					
						
							|  |  |  | 	float ddepth; | 
					
						
							|  |  |  | 	dir *= ss_refractionRayStep; | 
					
						
							|  |  |  | 	for (int i = 0; i < maxSteps; i++) { | 
					
						
							|  |  |  | 		hitCoord += dir; | 
					
						
							|  |  |  | 		ddepth = getDeltaDepth(hitCoord); | 
					
						
							|  |  |  | 		if (ddepth > 0.0) return binarySearch(dir); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return vec4(texCoord, 0.0, 1.0); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void main() { | 
					
						
							|  |  |  |     vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); | 
					
						
							|  |  |  |     float roughness = g0.z; | 
					
						
							|  |  |  |     vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0); | 
					
						
							|  |  |  |     float ior = gr.x; | 
					
						
							|  |  |  |     float opac = gr.y; | 
					
						
							|  |  |  |     float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; | 
					
						
							|  |  |  |     if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) { | 
					
						
							|  |  |  |         fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb; | 
					
						
							|  |  |  |         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); | 
					
						
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							|  |  |  |     vec3 viewNormal = V3 * n; | 
					
						
							|  |  |  |     vec3 viewPos = getPosView(viewRay, d, cameraProj); | 
					
						
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											2025-03-15 15:44:22 +00:00
										 |  |  |     vec3 refracted = refract(normalize(viewPos), viewNormal, 1.0 / ior); | 
					
						
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											2025-01-22 16:18:30 +01:00
										 |  |  |     hitCoord = viewPos; | 
					
						
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							|  |  |  |     vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0; | 
					
						
							|  |  |  |     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 refractivity = 1.0 - roughness; | 
					
						
							|  |  |  | 	float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * \ | 
					
						
							|  |  |  | 						clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w; | 
					
						
							|  |  |  | 	intensity = clamp(intensity, 0.0, 1.0); | 
					
						
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							|  |  |  | 	vec3 refractionCol = textureLod(tex1, coords.xy, 0.0).rgb; | 
					
						
							|  |  |  | 	refractionCol *= intensity; | 
					
						
							|  |  |  | 	vec3 color = textureLod(tex, texCoord.xy, 0.0).rgb; | 
					
						
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							|  |  |  | 	fragColor.rgb = mix(refractionCol, color, opac); | 
					
						
							|  |  |  | } |