Full BSDF
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@ -12,6 +12,7 @@ uniform sampler2D tex1;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbufferD1;
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uniform sampler2D gbuffer1;
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uniform sampler2D gbuffer_refraction; // ior\opacity
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uniform mat4 P;
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@ -26,7 +27,7 @@ vec3 hitCoord;
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float depth;
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const int numBinarySearchSteps = 7;
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const int maxSteps = int(ceil(1.0 / ss_refractionRayStep) * ss_refractionSearchDist);
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const int maxSteps = 50;
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vec2 getProjectedCoord(const vec3 hit) {
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vec4 projectedCoord = P * vec4(hit, 1.0);
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@ -39,45 +40,60 @@ vec2 getProjectedCoord(const vec3 hit) {
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}
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float getDeltaDepth(const vec3 hit) {
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depth = textureLod(gbufferD1, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0;
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vec2 tc = getProjectedCoord(hit);
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if (tc.x < 0.0 || tc.x > 1.0 || tc.y < 0.0 || tc.y > 1.0)
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return -1.0;
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depth = textureLod(gbufferD1, tc, 0.0).r * 2.0 - 1.0;
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vec3 viewPos = getPosView(viewRay, depth, cameraProj);
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return viewPos.z - hit.z;
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}
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vec4 binarySearch(vec3 dir) {
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vec4 binarySearch(vec3 dir, float stepSize) {
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float ddepth;
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for (int i = 0; i < numBinarySearchSteps; i++) {
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dir *= 0.5;
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hitCoord -= dir;
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stepSize *= 0.5;
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hitCoord -= dir * stepSize;
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ddepth = getDeltaDepth(hitCoord);
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if (ddepth < 0.0) hitCoord += dir;
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if (ddepth < 0.0) hitCoord += dir * stepSize;
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}
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if (abs(ddepth) > ss_refractionSearchDist) return vec4(0.0);
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return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
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if (abs(ddepth) > ss_refractionSearchDist * 0.005) return vec4(0.0);
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vec2 hitTC = getProjectedCoord(hitCoord);
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if (hitTC.x < 0.0 || hitTC.x > 1.0 || hitTC.y < 0.0 || hitTC.y > 1.0)
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return vec4(0.0);
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return vec4(hitTC, 0.0, 1.0);
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}
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vec4 rayCast(vec3 dir) {
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float ddepth;
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dir *= ss_refractionRayStep;
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float stepSize = ss_refractionRayStep * max(1.0, -viewRay.z * 0.1);
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vec3 startPos = hitCoord;
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for (int i = 0; i < maxSteps; i++) {
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hitCoord += dir;
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ddepth = getDeltaDepth(hitCoord);
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if (ddepth > 0.0) return binarySearch(dir);
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hitCoord += dir * stepSize;
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float dist = length(hitCoord - startPos);
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if (dist > ss_refractionSearchDist) break;
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float ddepth = getDeltaDepth(hitCoord);
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if (ddepth > 0.0) return binarySearch(dir, stepSize);
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stepSize *= 1.03;
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}
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return vec4(texCoord, 0.0, 0.0);
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}
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void main() {
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vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
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float ior = gr.x;
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float ior = unpackIOR(gr.x);
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float transmittance = gr.y;
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float surfaceDepth = gr.z;
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float d = surfaceDepth * 2.0 - 1.0;
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vec4 sceneSample = textureLod(tex, texCoord, 0.0);
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if (surfaceDepth == 0.0 || transmittance == 0.0 || ior == 1.0) {
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if (surfaceDepth == 0.0 || surfaceDepth == 1.0) {
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fragColor = sceneSample;
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return;
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}
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0);
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if (transmittance == 0.0 || ior == 1.0) {
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vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
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fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
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fragColor.rgb = g1.rgb + background * transmittance;
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fragColor.a = 1.0;
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return;
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}
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@ -96,18 +112,18 @@ void main() {
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vec3 refracted = refract(incident, viewNormal, 1.0 / ior);
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if (length(refracted) < 0.001) {
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vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
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fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
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fragColor.rgb = g1.rgb + background * transmittance;
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fragColor.a = 1.0;
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return;
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}
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hitCoord = viewPos;
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vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
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vec3 dir = normalize(refracted);
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vec4 coords = rayCast(dir);
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vec2 screenEdge = smoothstep(0.0, 0.1, coords.xy) * smoothstep(0.0, 0.1, 1.0 - coords.xy);
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float screenEdgeFactor = screenEdge.x * screenEdge.y;
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vec2 screenEdge = smoothstep(0.0, 0.05, coords.xy) * smoothstep(0.0, 0.05, 1.0 - coords.xy);
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float screenEdgeFactor = max(screenEdge.x * screenEdge.y, 0.05);
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float refractivity = 1.0 - roughness;
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float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * coords.w;
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@ -118,6 +134,6 @@ void main() {
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vec3 behindColor = mix(straightBackground, refractedBackground, intensity);
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fragColor.rgb = sceneSample.rgb + behindColor * (1.0 - sceneSample.a);
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fragColor.rgb = g1.rgb + behindColor * transmittance;
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fragColor.a = 1.0;
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}
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