e2c245c420
* Improve normal accuracy & Fix wrong SSR * One less sample count
130 lines
3.7 KiB
GLSL
130 lines
3.7 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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vec3 CalcViewPositionFromDepth(in vec2 uv)
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{
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// Combine UV & depth into XY & Z (NDC)
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float z = texture(dtex, uv).x;
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return getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix).xyz;
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}
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vec2 CalcCoordFromPosition(in vec3 pos)
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{
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vec4 projectedCoord = u_projection_matrix * vec4(pos, 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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return projectedCoord.xy;
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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, vec3 hitCoord)
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{
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vec2 projectedCoord;
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vec3 dirstep = dir * 0.5f;
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float depth;
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hitCoord += dirstep;
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for (int i = 1; i <= 32; i++)
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{
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projectedCoord = CalcCoordFromPosition(hitCoord);
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float depth = CalcViewPositionFromDepth(projectedCoord).z;
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float directionSign = sign(abs(hitCoord.z) - depth);
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dirstep = dirstep * (1.0 - 0.5 * max(directionSign, 0.0));
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hitCoord += dirstep * (-directionSign);
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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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// 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 = DecodeNormal(texture(ntex, uv).xy);
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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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// Reflection vector
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vec3 reflected = reflect(-eyedir, normal);
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vec2 coords = RayCast(reflected, xpos.xyz);
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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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