Experimental raytracer with multisampling (todo: implement this properly)
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@@ -29,29 +29,23 @@ float makeLinear(float f, float n, float z)
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return (2 * n) / (f + n - z * (f - n));
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}
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vec3 fastBlur(vec2 uv)
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vec3 fastBlur(vec2 uv, float spread)
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{
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vec4 sum = vec4(0.0);
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float X = uv.x;
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float Y = uv.y;
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vec2 pixel = vec2(0.001);
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/*
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sum += textureLod(albedo, vec2(X, Y - 3.0 * pixel.y), 1.0) * 0.03125;
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sum += textureLod(albedo, vec2(X, Y - 1.3333 * pixel.y), 1.0) * 0.328125;
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sum += textureLod(albedo, vec2(X, Y), 1.0) * 0.273438;
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sum += textureLod(albedo, vec2(X, Y + 1.3333 * pixel.y), 1.0) * 0.328125;
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sum += textureLod(albedo, vec2(X, Y + 3.0 * pixel.y), 1.0) * 0.03125;*/
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vec2 pixel = vec2(spread);
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float biais = 1.0;
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sum += textureLod(albedo, vec2(X - 3.0 * pixel.x, Y), 1.0) * 0.03125;
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sum += textureLod(albedo, vec2(X - 1.3333 * pixel.x, Y), 1.0) * 0.328125;
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sum += textureLod(albedo, vec2(X, Y), 1.0) * 0.273438;
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sum += textureLod(albedo, vec2(X + 1.3333 * pixel.x, Y), 1.0) * 0.328125;
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sum += textureLod(albedo, vec2(X + 3.0 * pixel.x, Y), 1.0) * 0.03125;
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sum += textureLod(albedo, vec2(X - 3.0 * pixel.x, Y), biais) * 0.03125;
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sum += textureLod(albedo, vec2(X - 1.3333 * pixel.x, Y), biais) * 0.328125;
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sum += textureLod(albedo, vec2(X, Y), biais) * 0.273438;
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sum += textureLod(albedo, vec2(X + 1.3333 * pixel.x, Y), biais) * 0.328125;
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sum += textureLod(albedo, vec2(X + 3.0 * pixel.x, Y), biais) * 0.03125;
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return sum.rgb;
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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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@@ -69,11 +63,11 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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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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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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dir *= 0.25f;
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for(int i = 0; i < 10; ++i) {
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for(int i = 0; i < 8; ++i) {
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hitCoord += dir;
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vec4 projectedCoord = u_projection_matrix * vec4(hitCoord, 1.0);
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@@ -89,12 +83,12 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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{
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// Mix with fallback (black area should be dark anyway)
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vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
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finalColor = fastBlur(projectedCoord.xy);
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finalColor = fastBlur(projectedCoord.xy, spread);
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if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
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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) * 3;
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vignette = clamp(pow(vignette, 10.0), 0., 0.2);
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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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@@ -114,8 +108,15 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453);
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}
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float rand2(vec2 co)
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{
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return fract(sin(dot(co.xy,vec2(45.454545,5631.4))) * 43758.5453);
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}
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// Main ===================================================================
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@@ -149,7 +150,12 @@ void main(void)
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View_Pos /= View_Pos.w;
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// Reflection vector
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vec3 eyedir2 = eyedir;
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eyedir2.y *= clamp(rand(uv), 0.01, 2.7);
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vec3 normal2 = normal;
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normal2.y = 0.5; //clamp(rand2(uv), 0.01, 2.7);
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vec3 reflected = normalize(reflect(eyedir, normal));
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vec3 reflected2 = normalize(reflect(eyedir2, normal2));
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// Ray cast
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vec3 hitPos = View_Pos.xyz;
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@@ -157,13 +163,11 @@ void main(void)
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float minRayStep = 100.0f;
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// Fallback
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vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
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vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z), hitPos, dDepth, dtex, fallback);
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vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z), hitPos, dDepth, dtex, fallback, 0.001);
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vec3 outColor2 = RayCast(reflected2 * max(minRayStep, -View_Pos.z), hitPos, dDepth, dtex, fallback, 0.001);
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outColor = mix(outColor, outColor2, 1.0 - specval);
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Spec = vec4(outColor.rgb, 1.0);
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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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@@ -20,7 +20,7 @@ void main()
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// Polish map is stored in normal color framebuffer .z
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// Metallic map is stored in normal color framebuffer .w
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// Emit map is stored in diffuse color framebuffer.w
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float metallicMapValue = texture(normal_color, tc).w;
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float metallicMapValue = 0.0; //texture(normal_color, tc).w;
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float emitMapValue = diffuseMatColor.w;
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float ao = texture(ssao_tex, tc).x;
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@@ -28,11 +28,12 @@ void main()
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vec3 SpecularComponent = texture(specular_map, tc).xyz;
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vec3 diffuse_color_for_mix = diffuseMatColor.xyz * 4.0;
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vec3 metallicMatColor = mix(vec3(0.04), diffuse_color_for_mix, metallicMapValue);
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vec3 metallicMatColor = mix(vec3(0.5), diffuse_color_for_mix, metallicMapValue);
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vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
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vec3 emitCol = diffuseMatColor.xyz + (diffuseMatColor.xyz * diffuseMatColor.xyz * emitMapValue * emitMapValue * 10.0);
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vec4 color_1 = vec4(tmp * ao + (emitMapValue * emitCol), 1.0);
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//color_1 = vec4(tmp, 1.);
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// Fog
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float depth = texture(depth_stencil, tc).x;
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@@ -58,5 +59,5 @@ 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 = vec4(SpecularComponent, 1.0);
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o_final_color = vec4(color_2.rgb, 1.0);
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}
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@@ -39,7 +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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o_normal_color.z = 0.1;
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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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@@ -275,11 +275,10 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
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{
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specular_probe = m_skybox->getSpecularProbe();
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}
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m_lighting_passes.renderLights( hasShadow,
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m_rtts->getRenderTarget(RTT_NORMAL_AND_DEPTH),
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m_rtts->getDepthStencilTexture(),
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m_rtts->getRenderTarget(RTT_SP_DIFF_COLOR),
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m_rtts->getRenderTarget(RTT_COLOR),
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m_rtts->getShadowFrameBuffer(),
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specular_probe);
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PROFILER_POP_CPU_MARKER();
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