Update the reflection
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10eb549012
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@ -32,7 +32,7 @@ float makeLinear(float f, float n, float z)
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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{
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{
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// Combine UV & depth into XY & Z (NDC)
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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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float z = makeLinear(1000.0, 1.0, textureLod(DepthMap, TexCoord, 0.).x);
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vec3 rawPosition = vec3(TexCoord, z);
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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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// Convert from (0, 1) range to (-1, 1)
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@ -45,6 +45,13 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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return ViewPosition.xyz / ViewPosition.w;
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return ViewPosition.xyz / ViewPosition.w;
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}
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}
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float GetVignette(float factor)
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{
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vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
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float vignette = 1. - dot(inside, inside) * 5;
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return clamp(pow(vignette, factor), 0., 1.0);
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}
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vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
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vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
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{
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{
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dir *= 0.25f;
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dir *= 0.25f;
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@ -61,21 +68,25 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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if(dDepth < 0.0)
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if(dDepth < 0.0)
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{
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{
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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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// Texture wrapping to extand artifcially the range of the lookup texture
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// FIXME can be improved to lessen the distortion
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projectedCoord.y = min(.99, projectedCoord.y);
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projectedCoord.x = min(.99, projectedCoord.x);
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projectedCoord.x = max(.01, projectedCoord.x);
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// We want only reflection on nearly horizontal surfaces
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float cutout = dot(dir, vec3(0., 0., -1.));
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if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0)
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&& (projectedCoord.y > 0.0 && projectedCoord.y < 1.0)
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&& (cutout > 10)
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)
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{
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{
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// FIXME We need to generate mipmap to take into account the gloss map
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// FIXME We need to generate mipmap to take into account the gloss map
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vec3 finalColor = textureLod(albedo, projectedCoord.xy, spread).rgb;
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vec3 finalColor = textureLod(albedo, projectedCoord.xy, spread).rgb;
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if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
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//return finalColor;
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{
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return mix(fallback, finalColor, GetVignette(4.));
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vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
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float vignette = 1. - dot(inside, inside) * 5;
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vignette = clamp(pow(vignette, 10.0), 0., 1.0);
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return mix(fallback, finalColor, vignette);
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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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}
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else
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else
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{
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{
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@ -106,18 +117,14 @@ void main(void)
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#ifdef GL_ES
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#ifdef GL_ES
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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#else
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#else
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// Compute Space Screen Reflection =========================================================
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// :::::::: Compute Space Screen Reflection ::::::::::::::::::::::::::::::::::::
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float lineardepth = textureLod(dtex, uv, 0.).x;
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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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// Fallback
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// Fallback (if the ray can't find an intersection we display the sky)
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vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
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vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
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// Better implementation: :::::::::::::::::::::::::::::::::::
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float View_Depth = makeLinear(1000.0, 1.0, lineardepth);
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float View_Depth = makeLinear(1000.0, 0.001, lineardepth);
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vec3 ScreenPos = xpos.xyz;
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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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vec4 View_Pos = u_inverse_projection_matrix * vec4(ScreenPos, 1.0f);
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View_Pos /= View_Pos.w;
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View_Pos /= View_Pos.w;
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@ -130,7 +137,7 @@ void main(void)
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float dDepth;
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float dDepth;
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float minRayStep = 100.0f;
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float minRayStep = 100.0f;
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vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z),
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vec3 outColor = RayCast(reflected * max(minRayStep, -xpos.z),
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hitPos, dDepth, dtex, fallback, 0.0);
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hitPos, dDepth, dtex, fallback, 0.0);
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// TODO temporary measure the lack of mipmaping for RTT albedo
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// TODO temporary measure the lack of mipmaping for RTT albedo
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