forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/ssgi_pass/ssgi_pass.frag.glsl
This commit is contained in:
@ -1,107 +1,506 @@
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#version 450
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#include "compiled.inc"
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#include "std/math.glsl"
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#include "std/gbuffer.glsl"
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#include "std/brdf.glsl"
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#include "std/math.glsl"
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#ifdef _Clusters
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#include "std/clusters.glsl"
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#endif
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#ifdef _ShadowMap
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#include "std/shadows.glsl"
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#endif
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#ifdef _LTC
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#include "std/ltc.glsl"
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#endif
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#ifdef _LightIES
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#include "std/ies.glsl"
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#endif
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#ifdef _Spot
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#include "std/light_common.glsl"
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#endif
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#include "std/constants.glsl"
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0; // Normal
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// #ifdef _RTGI
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// uniform sampler2D gbuffer1; // Basecol
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// #endif
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uniform mat4 P;
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uniform mat3 V3;
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#ifdef _EmissionShaded
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uniform sampler2D gbufferEmission;
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#endif
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uniform sampler2D sveloc;
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uniform vec2 cameraProj;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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uniform vec2 screenSize;
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uniform mat4 invVP;
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const float angleMix = 0.5f;
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#ifdef _SSGICone9
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const float strength = 2.0 * (1.0 / ssgiStrength);
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#else
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const float strength = 2.0 * (1.0 / ssgiStrength) * 1.8;
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in vec2 texCoord;
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in vec3 viewRay;
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out vec3 fragColor;
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float metallic;
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uint matid;
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#ifdef _SMSizeUniform
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//!uniform vec2 smSizeUniform;
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#endif
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in vec3 viewRay;
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in vec2 texCoord;
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out float fragColor;
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vec3 hitCoord;
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vec2 coord;
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float depth;
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// #ifdef _RTGI
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// vec3 col = vec3(0.0);
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// #endif
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vec3 vpos;
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vec2 getProjectedCoord(vec3 hitCoord) {
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vec4 projectedCoord = P * vec4(hitCoord, 1.0);
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projectedCoord.xy /= projectedCoord.w;
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projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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#ifdef _InvY
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projectedCoord.y = 1.0 - projectedCoord.y;
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#ifdef _Clusters
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uniform vec4 lightsArray[maxLights * 3];
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#ifdef _Spot
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uniform vec4 lightsArraySpot[maxLights * 2];
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#endif
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return projectedCoord.xy;
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}
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uniform sampler2D clustersData;
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uniform vec2 cameraPlane;
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#endif
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float getDeltaDepth(vec3 hitCoord) {
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coord = getProjectedCoord(hitCoord);
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depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0;
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vec3 p = getPosView(viewRay, depth, cameraProj);
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return p.z - hitCoord.z;
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}
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#ifdef _SinglePoint // Fast path for single light
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uniform vec3 pointPos;
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uniform vec3 pointCol;
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#ifdef _ShadowMap
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uniform float pointBias;
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#endif
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#ifdef _Spot
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uniform vec3 spotDir;
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uniform vec3 spotRight;
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uniform vec4 spotData;
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#endif
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#endif
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void rayCast(vec3 dir) {
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hitCoord = vpos;
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dir *= ssgiRayStep * 2;
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float dist = 0.15;
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for (int i = 0; i < ssgiMaxSteps; i++) {
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hitCoord += dir;
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float delta = getDeltaDepth(hitCoord);
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if (delta > 0.0 && delta < 0.2) {
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dist = distance(vpos, hitCoord);
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break;
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#ifdef _CPostprocess
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uniform vec3 PPComp12;
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#endif
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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#ifdef _Spot
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#ifndef _LTC
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uniform sampler2DShadow shadowMapSpot[1];
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uniform sampler2D shadowMapSpotTransparent[1];
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uniform mat4 LWVPSpot[1];
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[1];
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uniform samplerCube shadowMapPointTransparent[1];
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uniform vec2 lightProj;
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#endif
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#endif
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#ifdef _Clusters
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#ifdef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlas;
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uniform sampler2D shadowMapAtlasTransparent;
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#endif
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uniform vec2 lightProj;
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasPoint;
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uniform sampler2D shadowMapAtlasPointTransparent;
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//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
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#else
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uniform samplerCubeShadow shadowMapPoint[4];
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uniform samplerCube shadowMapPointTransparent[4];
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#endif
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#endif
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#ifdef _Spot
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSpot;
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uniform sampler2D shadowMapAtlasSpotTransparent;
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#endif
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#else
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uniform sampler2DShadow shadowMapSpot[4];
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uniform sampler2D shadowMapSpotTransparent[4];
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#endif
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uniform mat4 LWVPSpotArray[maxLightsCluster];
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#endif
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#endif
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#endif
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#ifdef _LTC
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uniform vec3 lightArea0;
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uniform vec3 lightArea1;
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uniform vec3 lightArea2;
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uniform vec3 lightArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#ifdef _ShadowMap
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#ifndef _Spot
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#ifdef _SinglePoint
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uniform sampler2DShadow shadowMapSpot[1];
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uniform sampler2D shadowMapSpotTransparent[1];
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uniform mat4 LWVPSpot[1];
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#endif
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#ifdef _Clusters
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uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
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uniform mat4 LWVPSpotArray[maxLightsCluster];
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#endif
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#endif
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#endif
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#endif
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#ifdef _Sun
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uniform vec3 sunDir;
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uniform vec3 sunCol;
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#ifdef _ShadowMap
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSun;
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uniform sampler2D shadowMapAtlasSunTransparent;
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#endif
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#else
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uniform sampler2DShadow shadowMap;
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uniform sampler2D shadowMapTransparent;
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#endif
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uniform float shadowsBias;
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#ifdef _CSM
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//!uniform vec4 casData[shadowmapCascades * 4 + 4];
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#else
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uniform mat4 LWVP;
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#endif
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#endif // _ShadowMap
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#endif
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vec3 sampleLight(const vec3 p, const vec3 n, const vec3 lp, const vec3 lightCol
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#ifdef _ShadowMap
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, int index, float bias, bool receiveShadow, bool transparent
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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) {
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vec3 ld = lp - p;
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vec3 l = normalize(ld);
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vec3 visibility = lightCol;
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visibility *= attenuate(distance(p, lp));
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#ifdef _LTC
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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visibility *= shadowTest(shadowMapSpot[0],
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shadowMapSpotTransparent[0],
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lPos.xyz / lPos.w, bias, transparent);
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#endif
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#ifdef _Clusters
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vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
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shadowMapSpotTransparent[0],
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lPos.xyz / lPos.w, bias, transparent);
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else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
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shadowMapSpotTransparent[1],
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, lPos.xyz / lPos.w, bias, transparent);
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else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
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shadowMapSpotTransparent[2],
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lPos.xyz / lPos.w, bias, transparent);
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else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
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shadowMapSpotTransparent[3],
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lPos.xyz / lPos.w, bias, transparent);
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#endif
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}
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#endif
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return visibility;
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#endif
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#ifdef _Spot
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if (isSpot) {
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visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
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visibility *= shadowTest(shadowMapSpot[0],
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shadowMapSpotTransparent[0],
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lPos.xyz / lPos.w, bias, transparent);
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#endif
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#ifdef _Clusters
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vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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#ifdef _ShadowMapAtlas
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visibility *= shadowTest(
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#ifndef _SingleAtlas
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shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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, lPos.xyz / lPos.w, bias, transparent
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);
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#else
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if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
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shadowMapSpotTransparent[0],
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lPos.xyz / lPos.w, bias, transparent);
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else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
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shadowMapSpotTransparent[1],
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lPos.xyz / lPos.w, bias, transparent);
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else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
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shadowMapSpotTransparent[2],
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lPos.xyz / lPos.w, bias, transparent);
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else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
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shadowMapSpotTransparent[3],
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lPos.xyz / lPos.w, bias, transparent);
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#endif
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#endif
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}
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#endif
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return visibility;
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}
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fragColor += dist;
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// #ifdef _RTGI
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// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist);
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// #endif
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#endif
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#ifdef _LightIES
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visibility *= iesAttenuation(-l);
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#endif
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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#ifndef _Spot
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visibility *= PCFCube(shadowMapPoint[0],
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shadowMapPointTransparent[0],
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ld, -l, bias, lightProj, n, transparent);
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#endif
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#endif
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#ifdef _Clusters
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#ifdef _ShadowMapAtlas
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visibility *= PCFFakeCube(
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#ifndef _SingleAtlas
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shadowMapAtlasPoint, shadowMapAtlasPointTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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, ld, -l, bias, lightProj, n, index, transparent
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);
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#else
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if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
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shadowMapPointTransparent[0],
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ld, -l, bias, lightProj, n, transparent);
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else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
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shadowMapPointTransparent[1],
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ld, -l, bias, lightProj, n, transparent);
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else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
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shadowMapPointTransparent[2],
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ld, -l, bias, lightProj, n, transparent);
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else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
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shadowMapPointTransparent[3],
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ld, -l, bias, lightProj, n, transparent);
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#endif
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#endif
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}
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#endif
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return visibility;
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}
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vec3 tangent(const vec3 n) {
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vec3 t1 = cross(n, vec3(0, 0, 1));
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vec3 t2 = cross(n, vec3(0, 1, 0));
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if (length(t1) > length(t2)) return normalize(t1);
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else return normalize(t2);
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vec3 getVisibility(vec3 p, vec3 n, float depth, vec2 uv) {
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vec3 visibility = vec3(0.0);
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#ifdef _Sun
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#ifdef _ShadowMap
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#ifdef _CSM
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visibility = shadowTestCascade(
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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shadowMapAtlasSun, shadowMapAtlasSunTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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#else
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shadowMap, shadowMapTransparent
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#endif
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, eye, p + n * shadowsBias * 10, shadowsBias, false
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);
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#else
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vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
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if (lPos.w > 0.0) {
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visibility = shadowTest(
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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shadowMapAtlasSun, shadowMapAtlasSunTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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#else
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shadowMap, shadowMapTransparent
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#endif
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, lPos.xyz / lPos.w, shadowsBias, false
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);
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}
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#endif
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#endif
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#endif
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#ifdef _SinglePoint
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visibility += sampleLight(
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p, n, pointPos, pointCol
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#ifdef _ShadowMap
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, 0, pointBias, true, false
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#endif
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#ifdef _Spot
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, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
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#endif
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);
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#endif
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#ifdef _Clusters
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float viewz = linearize(depth, cameraProj);
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int clusterI = getClusterI(uv, viewz, cameraPlane);
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int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
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#ifdef HLSL
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viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
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#endif
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#ifdef _Spot
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int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
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int numPoints = numLights - numSpots;
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#endif
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for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
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int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
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visibility += sampleLight(
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p,
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n,
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lightsArray[li * 3].xyz, // lp
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lightsArray[li * 3 + 1].xyz // lightCol
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#ifdef _ShadowMap
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// light index, shadow bias, cast_shadows
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, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
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#endif
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#ifdef _Spot
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, lightsArray[li * 3 + 2].y != 0.0
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, lightsArray[li * 3 + 2].y // spot size (cutoff)
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, lightsArraySpot[li * 2].w // spot blend (exponent)
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, lightsArraySpot[li * 2].xyz // spotDir
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, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
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, lightsArraySpot[li * 2 + 1].xyz // right
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#endif
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);
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}
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#endif // _Clusters
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return visibility;
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}
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vec3 getWorldPos(vec2 uv, float depth) {
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vec4 pos = invVP * vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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return pos.xyz / pos.w;
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}
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vec3 getNormal(vec2 uv) {
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vec4 g0 = textureLod(gbuffer0, uv, 0.0);
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vec2 enc = g0.rg;
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vec3 n;
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n.z = 1.0 - abs(enc.x) - abs(enc.y);
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n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
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return normalize(n);
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}
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vec3 calculateIndirectLight(vec2 uv, vec3 pos, vec3 normal, float depth) {
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// Simplified visibility - replace with your full visibility function if needed
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vec3 sampleColor = textureLod(gbuffer1, uv, 0.0).rgb * getVisibility(pos, normal, depth, uv);
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#ifdef _EmissionShadeless
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if (matid == 1) { // pure emissive material, color stored in basecol
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sampleColor += textureLod(gbuffer1, uv, 0.0).rgb;
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}
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||||
#endif
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#ifdef _EmissionShaded
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#ifdef _EmissionShadeless
|
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else {
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||||
#endif
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vec3 sampleEmission = textureLod(gbufferEmission, uv, 0.0).rgb;
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||||
sampleColor += sampleEmission; // Emission should be added directly
|
||||
#ifdef _EmissionShadeless
|
||||
}
|
||||
#endif
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||||
#endif
|
||||
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return sampleColor;
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}
|
||||
|
||||
// Improved sampling parameters
|
||||
const float GOLDEN_ANGLE = 2.39996323;
|
||||
const float MAX_DEPTH_DIFFERENCE = 0.9; // More conservative depth threshold
|
||||
const float SAMPLE_BIAS = 0.01; // Small offset to avoid self-occlusion
|
||||
|
||||
void main() {
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||||
fragColor = 0;
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||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
|
||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
if (depth >= 1.0) {
|
||||
fragColor = vec3(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
|
||||
unpackFloatInt16(g0.a, metallic, matid);
|
||||
|
||||
vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
|
||||
|
||||
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);
|
||||
n.z = 1.0 - abs(g0.x) - abs(g0.y);
|
||||
n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
|
||||
n = normalize(n);
|
||||
|
||||
vpos = getPosView(viewRay, d, cameraProj);
|
||||
vec3 pos = getWorldPos(texCoord, depth);
|
||||
vec3 normal = getNormal(texCoord);
|
||||
vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
|
||||
|
||||
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));
|
||||
float radius = ssaoRadius;
|
||||
|
||||
#ifdef _SSGICone9
|
||||
rayCast(mix(n, -o1, angleMix));
|
||||
rayCast(mix(n, -o2, angleMix));
|
||||
rayCast(mix(n, c1, angleMix));
|
||||
rayCast(mix(n, c2, angleMix));
|
||||
vec3 gi = vec3(0.0);
|
||||
float totalWeight = 0.0;
|
||||
float angle = fract(sin(dot(texCoord, vec2(12.9898, 78.233))) * 100.0);
|
||||
|
||||
for (int i = 0; i < ssgiSamples; i++) {
|
||||
// Use quasi-random sequence for better coverage
|
||||
float r = sqrt((float(i) + 0.5) / float(ssgiSamples)) * radius;
|
||||
float a = (float(i) * GOLDEN_ANGLE) + angle;
|
||||
|
||||
vec2 offset = vec2(cos(a), sin(a)) * r * radius;
|
||||
vec2 sampleUV = clamp(texCoord + offset * (BayerMatrix8[int(gl_FragCoord.x + velocity.x) % 8][int(gl_FragCoord.y + velocity.y) % 8] - 0.5) / screenSize, vec2(0.001), vec2(0.999));
|
||||
|
||||
float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r;
|
||||
if (sampleDepth >= 1.0) continue;
|
||||
|
||||
vec3 samplePos = getWorldPos(sampleUV, sampleDepth);
|
||||
vec3 sampleNormal = getNormal(sampleUV);
|
||||
|
||||
// Apply small bias to sample position to avoid self-occlusion
|
||||
samplePos += sampleNormal * SAMPLE_BIAS;
|
||||
|
||||
vec3 dir = pos - samplePos;
|
||||
float dist = length(dir);
|
||||
|
||||
if (abs(pos.z - samplePos.z) > MAX_DEPTH_DIFFERENCE) continue;;
|
||||
|
||||
vec3 sampleColor = calculateIndirectLight(sampleUV, samplePos, sampleNormal, sampleDepth);
|
||||
float weight = 1.0 / (1.0 + dist * dist * 2.0) * max(dot(sampleNormal, n), 0.0);
|
||||
|
||||
gi += sampleColor * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// Normalize and apply intensity
|
||||
if (totalWeight > 0.0) {
|
||||
gi /= totalWeight;
|
||||
#ifdef _CPostprocess
|
||||
gi *= PPComp12.x;
|
||||
#else
|
||||
gi *= ssaoStrength;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef _EmissionShadeless
|
||||
if (matid == 1) { // pure emissive material, color stored in basecol
|
||||
gi += textureLod(gbuffer1, texCoord, 0.0).rgb;
|
||||
}
|
||||
#endif
|
||||
#ifdef _EmissionShaded
|
||||
#ifdef _EmissionShadeless
|
||||
else {
|
||||
#endif
|
||||
gi += textureLod(gbufferEmission, texCoord, 0.0).rgb;
|
||||
#ifdef _EmissionShadeless
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
fragColor = gi / (gi + vec3(1.0)); // Reinhard tone mapping
|
||||
}
|
||||
|
Reference in New Issue
Block a user