Files
LNXSDK/leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl
2026-02-24 11:44:01 -08:00

124 lines
3.6 KiB
GLSL

//https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-refraction.html
//Implemented by Yvain Douard.
#version 450
#include "compiled.inc"
#include "std/math.glsl"
#include "std/gbuffer.glsl"
uniform sampler2D tex;
uniform sampler2D tex1;
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D gbufferD1;
uniform sampler2D gbuffer_refraction; // ior\opacity
uniform mat4 P;
uniform mat3 V3;
uniform vec2 cameraProj;
in vec3 viewRay;
in vec2 texCoord;
out vec4 fragColor;
vec3 hitCoord;
float depth;
const int numBinarySearchSteps = 7;
const int maxSteps = int(ceil(1.0 / ss_refractionRayStep) * ss_refractionSearchDist);
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(gbufferD1, 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;
}
if (abs(ddepth) > ss_refractionSearchDist) return vec4(0.0);
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);
}
return vec4(texCoord, 0.0, 0.0);
}
void main() {
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
float ior = gr.x;
float transmittance = gr.y;
float surfaceDepth = gr.z;
float d = surfaceDepth * 2.0 - 1.0;
vec4 sceneSample = textureLod(tex, texCoord, 0.0);
if (surfaceDepth == 0.0 || transmittance == 0.0 || ior == 1.0) {
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
fragColor.a = 1.0;
return;
}
vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
float roughness = g0.z;
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);
vec3 incident = normalize(viewPos);
vec3 refracted = refract(incident, viewNormal, 1.0 / ior);
if (length(refracted) < 0.001) {
vec3 background = textureLod(tex1, texCoord, 0.0).rgb;
fragColor.rgb = sceneSample.rgb + background * (1.0 - sceneSample.a);
fragColor.a = 1.0;
return;
}
hitCoord = viewPos;
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
vec4 coords = rayCast(dir);
vec2 screenEdge = smoothstep(0.0, 0.1, coords.xy) * smoothstep(0.0, 0.1, 1.0 - coords.xy);
float screenEdgeFactor = screenEdge.x * screenEdge.y;
float refractivity = 1.0 - roughness;
float intensity = pow(refractivity, ss_refractionFalloffExp) * screenEdgeFactor * coords.w;
intensity = clamp(intensity, 0.0, 1.0);
vec3 refractedBackground = textureLod(tex1, coords.xy, 0.0).rgb;
vec3 straightBackground = textureLod(tex1, texCoord, 0.0).rgb;
vec3 behindColor = mix(straightBackground, refractedBackground, intensity);
fragColor.rgb = sceneSample.rgb + behindColor * (1.0 - sceneSample.a);
fragColor.a = 1.0;
}