113 lines
4.4 KiB
GLSL
113 lines
4.4 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 reflectionOutput4f;
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layout(location = 1) out vec4 hitVectorOutput4f;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_reprojectionReflectionInput4f;
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uniform sampler2D u_reprojectionHitVectorInput4f;
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uniform sampler2D u_lastFrameColorInput4f;
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uniform sampler2D u_lastFrameDepthInput;
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uniform mat4 u_lastProjectionMatrix4f;
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uniform mat4x2 u_lastInverseProjMatrix4x2f;
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uniform mat4 u_inverseProjectionMatrix4f;
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uniform float u_sampleStep1f;
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uniform vec4 u_pixelAlignment4f;
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#define maxAge 55.0
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#define maxSamples 50.0
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void main() {
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vec2 v_position2f2 = (floor(v_position2f * u_pixelAlignment4f.xy) + 0.25) * (2.0 / u_pixelAlignment4f.zw);
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reflectionOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
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hitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
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float fragDepth = textureLod(u_gbufferDepthTexture, v_position2f2, 0.0).r;
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if(fragDepth < 0.000001) {
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return;
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}
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vec4 reflectionInput4f = textureLod(u_reprojectionReflectionInput4f, v_position2f, 0.0);
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vec4 hitVectorInput4f = textureLod(u_reprojectionHitVectorInput4f, v_position2f, 0.0);
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hitVectorInput4f.a += 1.0;
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float f = reflectionInput4f.a < 1.0 ? 1.0 : reflectionInput4f.a;
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reflectionInput4f.a = hitVectorInput4f.a > maxAge ? f : reflectionInput4f.a;
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if(reflectionInput4f.a < 1.0) {
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reflectionOutput4f = reflectionInput4f;
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hitVectorOutput4f = hitVectorInput4f;
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return;
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}
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vec4 fragPos4f = u_inverseProjectionMatrix4f * (vec4(v_position2f2, fragDepth, 1.0) * 2.0 - 1.0);
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fragPos4f.xyz /= fragPos4f.w;
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fragPos4f.w = 1.0;
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vec4 reflectionNormal4f = textureLod(u_gbufferNormalTexture, v_position2f2, 0.0);
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reflectionNormal4f.xyz *= 2.0;
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reflectionNormal4f.xyz -= 1.0;
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reflectionNormal4f.xyz = reflect(normalize(fragPos4f.xyz), reflectionNormal4f.xyz);
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reflectionNormal4f.w = 1.0;
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float sampleStepMod = (reflectionInput4f.a * 0.03 + 0.15 + length(fragPos4f.xyz) * 0.03) * u_sampleStep1f;
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vec3 sampleOffset3f = reflectionNormal4f.xyz * reflectionInput4f.a * sampleStepMod;
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fragPos4f.xyz += sampleOffset3f;
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reflectionNormal4f = u_lastProjectionMatrix4f * fragPos4f;
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reflectionNormal4f.xyz /= reflectionNormal4f.w;
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reflectionNormal4f.w = 1.0;
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vec3 reflectionSamplePos3f = reflectionNormal4f.xyz;
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reflectionSamplePos3f *= 0.5;
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reflectionSamplePos3f += 0.5;
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reflectionSamplePos3f.xy = (floor(reflectionSamplePos3f.xy * u_pixelAlignment4f.zw) + 0.5) * (0.5 / u_pixelAlignment4f.xy);
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if(clamp(reflectionSamplePos3f.xy, vec2(0.001), vec2(0.999)) != reflectionSamplePos3f.xy) {
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return;
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}
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float reflectDepthSample = textureLod(u_lastFrameDepthInput, reflectionSamplePos3f.xy, 0.0).r;
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vec2 sampleFragDepth = u_lastInverseProjMatrix4x2f * vec4(reflectionNormal4f.xy, reflectDepthSample * 2.0 - 1.0, 1.0);
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sampleFragDepth.x /= sampleFragDepth.y;
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reflectDepthSample = sampleFragDepth.x - fragPos4f.z;
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if(reflectDepthSample < sampleStepMod * 3.0) {
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reflectionInput4f.a += 1.0;
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reflectionOutput4f = reflectionInput4f.a >= maxSamples ? vec4(0.0, 0.0, 0.0, 0.0) : reflectionInput4f;
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hitVectorOutput4f = vec4(0.0, 0.0, 0.0, hitVectorInput4f.a);
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return;
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}
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if(abs(reflectDepthSample) > sampleStepMod * 6.0) {
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return;
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}
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vec4 colorSample = textureLod(u_lastFrameColorInput4f, reflectionSamplePos3f.xy, 0.0);
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reflectionOutput4f = vec4(colorSample.rgb, 0.0);
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reflectionOutput4f.g += 0.0005;
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hitVectorOutput4f = vec4(colorSample.a > 0.0 ? sampleOffset3f : vec3(0.0), 0.0);
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hitVectorOutput4f.g += colorSample.a > 0.0 ? 0.0004 : 0.0;
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}
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