forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			198 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			198 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #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) {
 | |
|     float ddepth;
 | |
|     dir *= ss_refractionRayStep;
 | |
|     for (int i = 0; i < maxSteps; i++) {
 | |
|         hitCoord += dir;
 | |
|         ddepth = getDeltaDepth(hitCoord);
 | |
|         if (ddepth > 0.0)
 | |
|             return binarySearch(dir);
 | |
|     }
 | |
|     // No hit — fallback to projecting the ray to UV space
 | |
|     vec2 fallbackUV = getProjectedCoord(hitCoord);
 | |
|     return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback
 | |
| }
 | |
| #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));
 | |
| 	}
 | |
| }
 |