Add space screen reflexion shader
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@ -1,5 +1,6 @@
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D colorBuffer;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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@ -14,6 +15,87 @@ out vec4 Spec;
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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vec3 getXcYcZc(int x, int y, float zC)
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{
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// We use perspective symetric projection matrix hence P(0,2) = P(1, 2) = 0
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float xC= (2. * (float(x)) / u_screen.x - 1.) * zC / u_projection_matrix[0][0];
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float yC= (2. * (float(y)) / u_screen.y - 1.) * zC / u_projection_matrix[1][1];
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return vec3(xC, yC, zC);
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}
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float makeLinear(float f, float n, float z)
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{
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return pow(z, 10);//(2 * n) / (f + n - z * (f - n));
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}
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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{
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// Combine UV & depth into XY & Z (NDC)
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float z = makeLinear(1000.0, 0.01, textureLod(DepthMap, TexCoord, 0.).x);
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vec3 rawPosition = vec3(TexCoord, z);
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// Convert from (0, 1) range to (-1, 1)
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vec4 ScreenSpacePosition = vec4( rawPosition * 2 - 1, 1);
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// Undo Perspective transformation to bring into view space
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vec4 ViewPosition = u_inverse_projection_matrix * ScreenSpacePosition;
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// Perform perspective divide and return
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return ViewPosition.xyz / ViewPosition.w;
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}
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vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback)
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{
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dir *= 0.25f;
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for(int i = 0; i < 10; ++i) {
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hitCoord += dir;
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vec4 projectedCoord = u_projection_matrix * 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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float depth = CalcViewPositionFromDepth(projectedCoord.xy, DepthMap).z;
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dDepth = hitCoord.z - depth;
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if(dDepth < 0.0)
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{
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//return vec3(1.0, 0.0, 0.0);
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if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
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{
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// Mix with fallback (black area should be dark anyway)
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vec3 finalColor = textureLod(ntex, projectedCoord.xy, 1.0).rgb;
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if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
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{
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return finalColor;
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}
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else
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{
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return fallback;
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}
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}
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else
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{
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return fallback;
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}
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//return textureLod(ntex, vec2(clamp(projectedCoord.x, 0.1, 0.9), clamp(projectedCoord.y, 0.1, 0.9)), 1.0).rgb;
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// return projectedCoord.xy;
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}
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}
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return fallback;
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}
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// Main ===================================================================
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / u_screen;
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@ -25,7 +107,59 @@ void main(void)
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
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vec3 eyedir = -normalize(xpos.xyz);
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// Extract roughness
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float specval = texture(ntex, uv).z;
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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// Compute Space Screen Reflection =========================================================
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float lineardepth = textureLod(dtex, uv, 0.).x;
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int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
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vec3 FragPos = getXcYcZc(x, y, lineardepth);
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// Better implementation: :::::::::::::::::::::::::::::::::::
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vec3 View_Normal = normal;
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float View_Depth = makeLinear(1000.0, 0.01, lineardepth);
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vec3 ScreenPos = xpos.xyz;
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vec4 View_Pos = u_inverse_projection_matrix * vec4(ScreenPos, 1.0f);
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View_Pos /= View_Pos.w;
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// Reflection vector
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vec3 reflected = normalize(reflect(eyedir, normal)); // normalize(reflect(normalize(View_Pos.xyz), normalize(View_Normal)));
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// Ray cast
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vec3 hitPos = View_Pos.xyz;
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float dDepth;
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float minRayStep = 100.0f;
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// Fallback
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vec3 fallback = .25 * SpecularIBL(normal, eyedir, 1.);
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vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z), hitPos, dDepth, dtex, fallback);
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// float lodval = 7. * (1 - specval);
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//vec4 finalColor = textureLod(ntex, coords, lodval);
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vec2 inside = uv - 0.5;
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float vignette = 1. - dot(inside, inside) * 3;
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vignette = clamp(pow(vignette, 0.8), 0., 1.);
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Spec = vec4(outColor.rgb, 1.0);
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// Normal vis
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vec3 reflection = reflect(eyedir, normal);
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float red = 0.5+0.5*reflection.r;
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float green = 0.5+0.5*reflection.g;
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float blue = 0.5+0.5*reflection.b;
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//Diff = vec4(red, green, blue, 1.0);
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//Diff = vec4(reflection.rgb, 1.0);
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}
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@ -58,5 +58,5 @@ void main()
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color_2.g = ls.g + color_1.g * (1.0 - ls.a);
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color_2.b = ls.b + color_1.b * (1.0 - ls.a);
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color_2.a = ls.a + color_1.a * (1.0 - ls.a);
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o_final_color = color_2;
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o_final_color = vec4(SpecularComponent, 1.0);
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}
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@ -39,6 +39,7 @@ void main(void)
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o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_color.zw = layer_2.xy;
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o_normal_color.z = 1.0;
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#else
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o_diffuse_color = vec4(final_color, 1.0);
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#endif
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