147 lines
4.3 KiB
GLSL
147 lines
4.3 KiB
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D albedo;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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float makeLinear(float f, float n, float z)
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{
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return (2.0f * n) / (f + n - z * (f - n));
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}
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord)
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{
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// Combine UV & depth into XY & Z (NDC)
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float z = makeLinear(1000.0, 1.0, textureLod(dtex, 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 * 2.0 - 1.0, 1.0);
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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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// Fade out edges of screen buffer tex
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// 1 means full render tex, 0 means full IBL tex
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float GetEdgeFade(vec2 coords)
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{
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float gradL = smoothstep(0.0, 0.4, coords.x);
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float gradR = 1.0 - smoothstep(0.6, 1.0, coords.x);
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float gradT = smoothstep(0.0, 0.4, coords.y);
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float gradB = 1.0 - smoothstep(0.6, 1.0, coords.y);
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return min(min(gradL, gradR), min(gradT, gradB));
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}
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vec2 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth)
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{
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dir *= 0.25f;
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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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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).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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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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{
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return projectedCoord.xy;
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}
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else
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{
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return vec2(0.f);
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}
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}
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}
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return vec2(0.f);
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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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vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
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float z = texture(dtex, uv).x;
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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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#ifdef GL_ES
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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#else
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// :::::::: Compute Space Screen Reflection ::::::::::::::::::::::::::::::::::::
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// Output color
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vec3 outColor;
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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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// Only calculate reflections if the reflectivity value is high enough,
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// otherwise just use specular IBL
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if (specval > 0.5)
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{
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vec3 View_Pos = CalcViewPositionFromDepth(uv);
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// Reflection vector
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vec3 reflected = normalize(reflect(eyedir, 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 = 50.0f;
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vec2 coords = RayCast(reflected * max(minRayStep, -View_Pos.z),
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hitPos, dDepth);
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if (coords.x == 0.0 && coords.y == 0.0) {
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outColor = fallback;
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} else {
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// FIXME We need to generate mipmap to take into account the gloss map
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outColor = textureLod(albedo, coords, 0.f).rgb;
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outColor = mix(fallback, outColor, GetEdgeFade(coords));
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// TODO temporary measure the lack of mipmapping for RTT albedo
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// Implement it in proper way
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// Use (specval - 0.5) * 2.0 to bring specval from 0.5-1.0 range to 0.0-1.0 range
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outColor = mix(fallback, outColor, (specval - 0.5) * 2.0);
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}
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}
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else
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{
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outColor = fallback;
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}
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Spec = vec4(outColor.rgb, 1.0);
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#endif
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}
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