forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			197 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			197 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | #include "std/gbuffer.glsl" | ||
|  | #include "std/math.glsl" | ||
|  | 
 | ||
|  | uniform sampler2D gbufferD; | ||
|  | uniform sampler2D tex; | ||
|  | uniform sampler2D sbase; | ||
|  | uniform sampler2D sdetail; | ||
|  | uniform sampler2D sfoam; | ||
|  | 
 | ||
|  | #ifdef _SSR | ||
|  | uniform mat4 P; | ||
|  | uniform mat3 V3; | ||
|  | #ifdef _CPostprocess | ||
|  | uniform vec3 PPComp9; | ||
|  | uniform vec3 PPComp10; | ||
|  | #endif | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef _Rad | ||
|  | uniform sampler2D senvmapRadiance; | ||
|  | #endif | ||
|  | 
 | ||
|  | uniform float time; | ||
|  | uniform vec3 eye; | ||
|  | uniform vec3 eyeLook; | ||
|  | uniform vec2 cameraProj; | ||
|  | uniform vec3 ld; | ||
|  | uniform float envmapStrength; | ||
|  | 
 | ||
|  | in vec2 texCoord; | ||
|  | in vec3 viewRay; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | #ifdef _SSR | ||
|  | 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); | ||
|  | } | ||
|  | #endif //SSR | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; | ||
|  | 	if (gdepth == 1.0) { | ||
|  | 		fragColor = vec4(0.0); | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	// Eye below water | ||
|  | 	if (eye.z < waterLevel) { | ||
|  | 		fragColor = vec4(0.0); | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	// Displace surface | ||
|  | 	vec3 vray = normalize(viewRay); | ||
|  | 	vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj); | ||
|  | 	float speed = time * 2.0 * waterSpeed; | ||
|  | 	p.z += sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) / 50.0 * waterDisplace; | ||
|  | 
 | ||
|  | 	// Above water | ||
|  | 	if (p.z > waterLevel) { | ||
|  | 		fragColor = vec4(0.0); | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	// Hit plane to determine uvs | ||
|  | 	vec3 v = normalize(eye - p.xyz); | ||
|  | 	float t = -(dot(eye, vec3(0.0, 0.0, 1.0)) - waterLevel) / dot(v, vec3(0.0, 0.0, 1.0)); | ||
|  | 	vec3 hit = eye + t * v; | ||
|  | 	hit.xy *= waterFreq; | ||
|  | 	hit.z += waterLevel; | ||
|  | 
 | ||
|  | 	// Sample normal maps | ||
|  | 	vec2 tcnor0 = hit.xy / 3.0; | ||
|  | 	vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb; | ||
|  | 
 | ||
|  | 	vec2 tcnor1 = hit.xy / 6.0 + n0.xy / 20.0; | ||
|  | 	vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb; | ||
|  | 	vec3 n2 = normalize(((n1 + n0) / 2.0) * 2.0 - 1.0); | ||
|  | 
 | ||
|  | 	float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0; | ||
|  | 	vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj); | ||
|  | 	vec2 tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; | ||
|  | 
 | ||
|  | 	// Light | ||
|  | 	float fresnel = 1.0 - max(dot(n2, v), 0.0); | ||
|  | 	fresnel = pow(fresnel, 30.0) * 0.45; | ||
|  | 	vec3 r = reflect(-v, n2); | ||
|  | 	#ifdef _Rad | ||
|  | 	vec3 reflectedEnv =  textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb; | ||
|  | 	#else | ||
|  | 	const vec3 reflectedEnv = vec3(0.5); | ||
|  | 	#endif | ||
|  | 	vec3 refracted = textureLod(tex, tc, 0.0).rgb; | ||
|  | 	 | ||
|  | 	#ifdef _SSR | ||
|  | 	float roughness = 0.1;//unpackFloat(g0.b).y; | ||
|  | 	//if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; } | ||
|  | 
 | ||
|  | 	float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a); | ||
|  | 	//if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; } | ||
|  | 
 | ||
|  | 	vec3 viewNormal = n2; | ||
|  | 	vec3 viewPos = getPosView(viewRay, gdepth, cameraProj); | ||
|  | 	vec3 reflected = reflect(normalize(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; | ||
|  | 	fragColor.rgb = mix(refracted, reflCol * intensity * 0.5, waterReflect * fresnel * 0.5); | ||
|  | 	fragColor.rgb = mix(fragColor.rgb, reflectedEnv, waterReflect * fresnel); | ||
|  | 	#else | ||
|  | 	fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel); | ||
|  | 	#endif | ||
|  | 	fragColor.rgb *= waterColor; | ||
|  | 	fragColor.rgb += clamp(pow(max(dot(r, ld), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0), 0.0, 2.0); | ||
|  | 	fragColor.rgb *= 1.0 - (clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9)); | ||
|  | 	fragColor.a = clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0); | ||
|  | 
 | ||
|  | 	// Foam | ||
|  | 	float fd = abs(p.z - waterLevel); | ||
|  | 	if (fd < 0.1) { | ||
|  | 		// Based on foam by Owen Deery | ||
|  | 		// http://fire-face.com/personal/water | ||
|  | 		vec3 foamMask0 = textureLod(sfoam, tcnor0 * 10, 0.0).rgb; | ||
|  | 		vec3 foamMask1 = textureLod(sfoam, tcnor1 * 11, 0.0).rgb; | ||
|  | 		vec3 foam = vec3(1.0) - foamMask0.rrr - foamMask1.bbb; | ||
|  | 		float fac = 1.0 - (fd * (1.0 / 0.1)); | ||
|  | 		fragColor.rgb = mix(fragColor.rgb, clamp(foam, 0.0, 1.0), clamp(fac, 0.0, 1.0)); | ||
|  | 	} | ||
|  | } |