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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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2025-04-25 10:17:34 -06:00
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uniform samplerCube probeTex;
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uniform sampler2D tex;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0; // Normal, roughness
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uniform sampler2D gbuffer1; // basecol, spec
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uniform mat4 P;
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uniform mat3 V3;
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uniform vec2 cameraProj;
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#ifdef _CPostprocess
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uniform vec3 PPComp9;
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uniform vec3 PPComp10;
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#endif
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in vec3 viewRay;
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in vec2 texCoord;
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out vec4 fragColor;
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vec3 hitCoord;
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float depth;
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const int numBinarySearchSteps = 7;
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const int maxSteps = int(ceil(1.0 / ssrRayStep) * ssrSearchDist);
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// Project a view-space hit coordinate into screen UVs
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vec2 getProjectedCoord(const vec3 hit) {
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vec4 projectedCoord = P * vec4(hit, 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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#endif
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return projectedCoord.xy;
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}
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// Compute depth difference between current ray hit and gbuffer depth
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float getDeltaDepth(const vec3 hit) {
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depth = textureLod(gbufferD, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0;
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vec3 viewPos = getPosView(viewRay, depth, cameraProj);
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return viewPos.z - hit.z;
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}
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// Refine hit using binary search
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vec4 binarySearch(vec3 dir) {
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float ddepth;
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for (int i = 0; i < numBinarySearchSteps; i++) {
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dir *= 0.5;
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hitCoord -= dir;
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ddepth = getDeltaDepth(hitCoord);
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if (ddepth < 0.0) hitCoord += dir;
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}
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#ifdef _CPostprocess
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if (abs(ddepth) > PPComp9.z / 500) return vec4(0.0);
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#else
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if (abs(ddepth) > ssrSearchDist / 500) return vec4(0.0);
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#endif
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return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
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}
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// Perform raymarching using view-space direction
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vec4 rayCast(vec3 dir) {
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#ifdef _CPostprocess
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dir *= PPComp9.x;
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#else
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dir *= ssrRayStep;
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#endif
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for (int i = 0; i < maxSteps; i++) {
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hitCoord += dir;
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if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
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}
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return vec4(0.0);
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}
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void main() {
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vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
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float roughness = unpackFloat(g0.b).y;
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if (roughness >= 1.0) { fragColor.rgb = vec3(0.0); return; }
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float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
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if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; }
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float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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if (d == 1.0) { fragColor.rgb = vec3(0.0); return; }
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// Decode octahedral normal
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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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n = normalize(n);
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vec3 viewNormal = normalize(V3 * n);
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// View-space position and reflection
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vec3 viewPos = getPosView(viewRay, d, cameraProj);
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vec3 viewDir = normalize(viewPos);
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vec3 reflected = normalize(reflect(viewDir, viewNormal));
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hitCoord = viewPos;
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// Importance sampling jitter based on roughness
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float jitterStrength = roughness * roughness;
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vec3 randVec = normalize(vec3(rand(texCoord), rand(texCoord * 1.3), rand(texCoord * 2.7)) * 2.0 - 1.0);
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vec3 dir = normalize(mix(reflected, randVec, jitterStrength));
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vec4 coords = rayCast(dir);
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vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
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float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
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float reflectivity = 1.0 - roughness;
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#ifdef _CPostprocess
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float distAtten = clamp((PPComp9.z - length(viewPos - hitCoord)) / PPComp9.z, 0.0, 1.0);
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float intensity = pow(reflectivity, PPComp10.x) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * distAtten * coords.w;
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#else
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float distAtten = clamp((ssrSearchDist - length(viewPos - hitCoord)) / ssrSearchDist, 0.0, 1.0);
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float intensity = pow(reflectivity, ssrFalloffExp) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * distAtten * coords.w;
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#endif
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intensity = clamp(intensity, 0.0, 1.0);
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vec3 ssrColor = textureLod(tex, coords.xy, roughness * 4.0).rgb;
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ssrColor = clamp(ssrColor, 0.0, 1.0);
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// Cubemap fallback with roughness-aware LOD sampling
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vec3 cubemapColor = textureLod(probeTex, reflected, roughness * 6.0).rgb;
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// Additively blend SSR with cubemap fallback
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fragColor.rgb = mix(cubemapColor, ssrColor, intensity) * spec;
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}
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