Add space screen reflexion shader

This commit is contained in:
samuncle 2019-03-08 22:37:42 +01:00
parent 074039d2c5
commit 025001993d
3 changed files with 136 additions and 1 deletions

View File

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

View File

@ -58,5 +58,5 @@ void main()
color_2.g = ls.g + color_1.g * (1.0 - ls.a);
color_2.b = ls.b + color_1.b * (1.0 - ls.a);
color_2.a = ls.a + color_1.a * (1.0 - ls.a);
o_final_color = color_2;
o_final_color = vec4(SpecularComponent, 1.0);
}

View File

@ -39,6 +39,7 @@ void main(void)
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_color.zw = layer_2.xy;
o_normal_color.z = 1.0;
#else
o_diffuse_color = vec4(final_color, 1.0);
#endif