108 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			108 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | #include "std/math.glsl" | ||
|  | #include "std/gbuffer.glsl" | ||
|  | 
 | ||
|  | uniform sampler2D gbufferD; | ||
|  | uniform sampler2D gbuffer0; // Normal | ||
|  | // #ifdef _RTGI | ||
|  | // uniform sampler2D gbuffer1; // Basecol | ||
|  | // #endif | ||
|  | uniform mat4 P; | ||
|  | uniform mat3 V3; | ||
|  | 
 | ||
|  | uniform vec2 cameraProj; | ||
|  | 
 | ||
|  | const float angleMix = 0.5f; | ||
|  | #ifdef _SSGICone9 | ||
|  | const float strength = 2.0 * (1.0 / ssgiStrength); | ||
|  | #else | ||
|  | const float strength = 2.0 * (1.0 / ssgiStrength) * 1.8; | ||
|  | #endif | ||
|  | 
 | ||
|  | in vec3 viewRay; | ||
|  | in vec2 texCoord; | ||
|  | out float fragColor; | ||
|  | 
 | ||
|  | vec3 hitCoord; | ||
|  | vec2 coord; | ||
|  | float depth; | ||
|  | // #ifdef _RTGI | ||
|  | // vec3 col = vec3(0.0); | ||
|  | // #endif | ||
|  | vec3 vpos; | ||
|  | 
 | ||
|  | 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) { | ||
|  | 	coord = getProjectedCoord(hitCoord); | ||
|  | 	depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0; | ||
|  | 	vec3 p = getPosView(viewRay, depth, cameraProj); | ||
|  | 	return p.z - hitCoord.z; | ||
|  | } | ||
|  | 
 | ||
|  | void rayCast(vec3 dir) { | ||
|  | 	hitCoord = vpos; | ||
|  | 	dir *= ssgiRayStep * 2; | ||
|  | 	float dist = 0.15; | ||
|  | 	for (int i = 0; i < ssgiMaxSteps; i++) { | ||
|  | 		hitCoord += dir; | ||
|  | 		float delta = getDeltaDepth(hitCoord); | ||
|  | 		if (delta > 0.0 && delta < 0.2) { | ||
|  | 			dist = distance(vpos, hitCoord); | ||
|  | 			break; | ||
|  | 		} | ||
|  | 	} | ||
|  | 	fragColor += dist; | ||
|  | 	// #ifdef _RTGI | ||
|  | 	// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist); | ||
|  | 	// #endif | ||
|  | } | ||
|  | 
 | ||
|  | vec3 tangent(const vec3 n) { | ||
|  | 	vec3 t1 = cross(n, vec3(0, 0, 1)); | ||
|  | 	vec3 t2 = cross(n, vec3(0, 1, 0)); | ||
|  | 	if (length(t1) > length(t2)) return normalize(t1); | ||
|  | 	else return normalize(t2); | ||
|  | } | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	fragColor = 0; | ||
|  | 	vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); | ||
|  | 	float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; | ||
|  | 
 | ||
|  | 	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(V3 * n); | ||
|  | 
 | ||
|  | 	vpos = getPosView(viewRay, d, cameraProj); | ||
|  | 
 | ||
|  | 	rayCast(n); | ||
|  | 	vec3 o1 = normalize(tangent(n)); | ||
|  | 	vec3 o2 = (cross(o1, n)); | ||
|  | 	vec3 c1 = 0.5f * (o1 + o2); | ||
|  | 	vec3 c2 = 0.5f * (o1 - o2); | ||
|  | 	rayCast(mix(n, o1, angleMix)); | ||
|  | 	rayCast(mix(n, o2, angleMix)); | ||
|  | 	rayCast(mix(n, -c1, angleMix)); | ||
|  | 	rayCast(mix(n, -c2, angleMix)); | ||
|  | 
 | ||
|  | 	#ifdef _SSGICone9 | ||
|  | 	rayCast(mix(n, -o1, angleMix)); | ||
|  | 	rayCast(mix(n, -o2, angleMix)); | ||
|  | 	rayCast(mix(n, c1, angleMix)); | ||
|  | 	rayCast(mix(n, c2, angleMix)); | ||
|  | 	#endif | ||
|  | } |