Update the reflection

This commit is contained in:
samuncle
2019-06-24 23:31:51 +02:00
parent 10eb549012
commit 26a387ea36

View File

@@ -32,7 +32,7 @@ float makeLinear(float f, float n, float z)
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);
float z = makeLinear(1000.0, 1.0, textureLod(DepthMap, TexCoord, 0.).x);
vec3 rawPosition = vec3(TexCoord, z);
// Convert from (0, 1) range to (-1, 1)
@@ -45,6 +45,13 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
return ViewPosition.xyz / ViewPosition.w;
}
float GetVignette(float factor)
{
vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
float vignette = 1. - dot(inside, inside) * 5;
return clamp(pow(vignette, factor), 0., 1.0);
}
vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
{
dir *= 0.25f;
@@ -61,21 +68,25 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
if(dDepth < 0.0)
{
if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
// Texture wrapping to extand artifcially the range of the lookup texture
// FIXME can be improved to lessen the distortion
projectedCoord.y = min(.99, projectedCoord.y);
projectedCoord.x = min(.99, projectedCoord.x);
projectedCoord.x = max(.01, projectedCoord.x);
// We want only reflection on nearly horizontal surfaces
float cutout = dot(dir, vec3(0., 0., -1.));
if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0)
&& (projectedCoord.y > 0.0 && projectedCoord.y < 1.0)
&& (cutout > 10)
)
{
// FIXME We need to generate mipmap to take into account the gloss map
vec3 finalColor = textureLod(albedo, projectedCoord.xy, spread).rgb;
if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
{
vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
float vignette = 1. - dot(inside, inside) * 5;
vignette = clamp(pow(vignette, 10.0), 0., 1.0);
return mix(fallback, finalColor, vignette);
}
else
{
return fallback;
}
//return finalColor;
return mix(fallback, finalColor, GetVignette(4.));
}
else
{
@@ -106,18 +117,14 @@ void main(void)
#ifdef GL_ES
Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
#else
// Compute Space Screen Reflection =========================================================
// :::::::: 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);
// Fallback
// Fallback (if the ray can't find an intersection we display the sky)
vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
// Better implementation: :::::::::::::::::::::::::::::::::::
float View_Depth = makeLinear(1000.0, 0.001, lineardepth);
float View_Depth = makeLinear(1000.0, 1.0, lineardepth);
vec3 ScreenPos = xpos.xyz;
vec4 View_Pos = u_inverse_projection_matrix * vec4(ScreenPos, 1.0f);
View_Pos /= View_Pos.w;
@@ -130,7 +137,7 @@ void main(void)
float dDepth;
float minRayStep = 100.0f;
vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z),
vec3 outColor = RayCast(reflected * max(minRayStep, -xpos.z),
hitPos, dDepth, dtex, fallback, 0.0);
// TODO temporary measure the lack of mipmaping for RTT albedo