#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; uniform vec2 screenSize; #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 = 8; const int maxSteps = 50; 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) { vec2 tc = getProjectedCoord(hit); if (tc.x < 0.0 || tc.x > 1.0 || tc.y < 0.0 || tc.y > 1.0) return -1.0; depth = textureLod(gbufferD, tc, 0.0).r * 2.0 - 1.0; vec3 viewPos = getPosView(viewRay, depth, cameraProj); return viewPos.z - hit.z; } vec4 binarySearch(vec3 dir, float stepSize) { float ddepth; for (int i = 0; i < numBinarySearchSteps; i++) { stepSize *= 0.5; hitCoord -= dir * stepSize; ddepth = getDeltaDepth(hitCoord); if (ddepth < 0.0) hitCoord += dir * stepSize; } #ifdef _CPostprocess float maxDist = PPComp9.z; #else float maxDist = ssrSearchDist; #endif if (abs(ddepth) > maxDist * 0.005) return vec4(0.0); vec2 hitTC = getProjectedCoord(hitCoord); if (hitTC.x < 0.0 || hitTC.x > 1.0 || hitTC.y < 0.0 || hitTC.y > 1.0) return vec4(0.0); return vec4(hitTC, 0.0, 1.0); } vec4 rayCast(vec3 dir) { #ifdef _CPostprocess float baseStep = PPComp9.x; float maxDist = PPComp9.z; #else float baseStep = ssrRayStep; float maxDist = ssrSearchDist; #endif float stepSize = baseStep * max(1.0, -viewRay.z * 0.1); vec3 startPos = hitCoord; for (int i = 0; i < maxSteps; i++) { hitCoord += dir * stepSize; float dist = length(hitCoord - startPos); if (dist > maxDist) break; float ddepth = getDeltaDepth(hitCoord); if (ddepth > 0.0) return binarySearch(dir, stepSize); stepSize *= 1.03; } return vec4(0.0); } void main() { vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); float roughness = g0.b; 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); float NdotV = clamp(dot(viewNormal, -normalize(viewPos)), 0.0, 1.0); vec3 reflected = reflect(normalize(viewPos), viewNormal); hitCoord = viewPos; vec3 dir = reflected; vec4 coords = rayCast(dir); if (coords.w <= 0.0) { fragColor.rgb = vec3(0.0); return; } vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy); float screenEdgeFactor = smoothstep(0.5, 0.15, deltaCoords.x) * smoothstep(0.5, 0.15, deltaCoords.y); screenEdgeFactor = max(screenEdgeFactor, 0.15); float hitDepth = textureLod(gbufferD, coords.xy, 0.0).r * 2.0 - 1.0; vec3 hitViewPos = getPosView(viewRay, hitDepth, cameraProj); vec3 hitDir = normalize(hitViewPos - viewPos); float hitNdotV = clamp(dot(viewNormal, -hitDir), 0.0, 1.0); float hitBackFace = smoothstep(-0.15, 0.3, hitNdotV); float reflectivity = 1.0 - roughness; #ifdef _CPostprocess float falloffExp = PPComp10.x; float maxDist = PPComp9.z; #else float falloffExp = ssrFalloffExp; float maxDist = ssrSearchDist; #endif float distAttenuation = 1.0 - clamp(length(viewPos - hitCoord) / maxDist, 0.0, 1.0); distAttenuation = pow(distAttenuation, 1.5); float fresnel = pow(1.0 - NdotV, 5.0); fresnel = mix(0.04, 1.0, fresnel); float intensity = pow(reflectivity, falloffExp) * screenEdgeFactor * smoothstep(0.0, 0.1, -reflected.z) * distAttenuation * hitBackFace * coords.w; 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 * mix(0.5, 1.0, fresnel); }