stk-code_catmod/data/shaders/IBL.frag
2019-06-24 23:33:03 +02:00

172 lines
5.5 KiB
GLSL

uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D albedo;
#ifdef GL_ES
layout (location = 0) out vec4 Diff;
layout (location = 1) out vec4 Spec;
#else
out vec4 Diff;
out vec4 Spec;
#endif
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/DiffuseIBL.frag"
#stk_include "utils/SpecularIBL.frag"
vec3 getXcYcZc(int x, int y, float zC)
{
// We use perspective symetric projection matrix hence P(0,2) = P(1, 2) = 0
float xC= (2. * (float(x)) / u_screen.x - 1.) * zC / u_projection_matrix[0][0];
float yC= (2. * (float(y)) / u_screen.y - 1.) * zC / u_projection_matrix[1][1];
return vec3(xC, yC, zC);
}
float makeLinear(float f, float n, float z)
{
return (2 * n) / (f + n - z * (f - n));
}
vec3 fastBlur(vec2 uv, float spread)
{
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
vec2 pixel = vec2(spread);
float biais = 1.0;
sum += textureLod(albedo, vec2(X - 3.0 * pixel.x, Y), biais) * 0.03125;
sum += textureLod(albedo, vec2(X - 1.3333 * pixel.x, Y), biais) * 0.328125;
sum += textureLod(albedo, vec2(X, Y), biais) * 0.273438;
sum += textureLod(albedo, vec2(X + 1.3333 * pixel.x, Y), biais) * 0.328125;
sum += textureLod(albedo, vec2(X + 3.0 * pixel.x, Y), biais) * 0.03125;
return sum.rgb;
}
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);
vec3 rawPosition = vec3(TexCoord, z);
// Convert from (0, 1) range to (-1, 1)
vec4 ScreenSpacePosition = vec4( rawPosition * 2 - 1, 1);
// Undo Perspective transformation to bring into view space
vec4 ViewPosition = u_inverse_projection_matrix * ScreenSpacePosition;
// Perform perspective divide and return
return ViewPosition.xyz / ViewPosition.w;
}
float rand(vec2 co)
{
return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453);
}
vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
{
dir *= 0.25f;
for(int i = 0; i < 8; ++i) {
hitCoord += dir;
vec4 projectedCoord = u_projection_matrix * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
float depth = CalcViewPositionFromDepth(projectedCoord.xy, DepthMap).z;
dDepth = hitCoord.z - depth;
if(dDepth < 0.0)
{
if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
{
// Mix with fallback (black area should be dark anyway)
//vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
vec3 finalColor = fastBlur(projectedCoord.xy, spread);
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;
}
}
else
{
return fallback;
}
}
}
return fallback;
}
float rand2(vec2 co)
{
return fract(sin(dot(co.xy,vec2(45.454545,5631.4))) * 43758.5453);
}
// Main ===================================================================
void main(void)
{
vec2 uv = gl_FragCoord.xy / u_screen;
vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
vec3 eyedir = -normalize(xpos.xyz);
// Extract roughness
float specval = texture(ntex, uv).z;
Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
// 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
vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
// Better implementation: :::::::::::::::::::::::::::::::::::
float View_Depth = makeLinear(1000.0, 0.001, lineardepth);
vec3 ScreenPos = xpos.xyz;
vec4 View_Pos = u_inverse_projection_matrix * vec4(ScreenPos, 1.0f);
View_Pos /= View_Pos.w;
// Reflection vector
vec3 eyedir2 = eyedir;
eyedir2.y *= clamp(rand(uv), 0.01, 2.7);
vec3 normal2 = normal;
normal2.y = 0.5; //clamp(rand2(uv), 0.01, 2.7);
vec3 reflected = normalize(reflect(eyedir, normal));
vec3 reflected2 = normalize(reflect(eyedir2, normal2));
// Ray cast
vec3 hitPos = View_Pos.xyz;
float dDepth;
float minRayStep = 100.0f;
vec3 outColor = RayCast(mix(reflected, reflected2, 1.0 - specval) * max(minRayStep, -View_Pos.z),
hitPos, dDepth, dtex, fallback, mix(0.001, 0.01, 1.0 - specval));
Spec = vec4(outColor.rgb, 1.0);
}