172 lines
5.5 KiB
GLSL
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);
|
|
|
|
}
|