eaglercraft-1.8-workspace/desktopRuntime/resources/assets/eagler/glsl/deferred/reproject_control.fsh

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#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_position2f;
#ifdef COMPILE_REPROJECT_SSAO
layout(location = 0) out vec4 reprojectionSSAOOutput4f;
#ifdef COMPILE_REPROJECT_SSR
layout(location = 1) out vec4 reprojectionReflectionOutput4f;
layout(location = 2) out vec4 reprojectionHitVectorOutput4f;
#endif
#else
layout(location = 0) out vec4 reprojectionReflectionOutput4f;
layout(location = 1) out vec4 reprojectionHitVectorOutput4f;
#endif
uniform sampler2D u_gbufferDepthTexture;
#ifdef COMPILE_REPROJECT_SSAO
uniform sampler2D u_ssaoSampleTexture;
// R: ssao history length
// G: ssao value
// B: pixel opacity
// A: padding
uniform sampler2D u_reprojectionSSAOInput4f;
#endif
#ifdef COMPILE_REPROJECT_SSR
uniform sampler2D u_gbufferNormalTexture;
uniform sampler2D u_gbufferMaterialTexture;
// R: reflection R
// G: reflection G
// B: reflection B
// A: current step
uniform sampler2D u_reprojectionReflectionInput4f;
// R: relative X of reflected pixel from origin
// G: relative Y of reflected pixel from origin
// B: relative Z of reflected pixel from origin
// A: is reflected flag
uniform sampler2D u_reprojectionHitVectorInput4f;
uniform sampler2D u_lastFrameColorInput4f;
uniform mat4 u_projectionMatrix4f;
uniform mat4 u_inverseProjectionMatrix4f;
uniform mat4 u_lastInverseProjMatrix4f;
// matrix to transform view pos in old frame to view pos in current frame
uniform mat4 u_reprojectionInverseViewMatrix4f;
uniform mat4 u_viewToPreviousProjMatrix4f;
#endif
uniform sampler2D u_reprojectionDepthTexture;
uniform mat4 u_inverseViewProjMatrix4f;
uniform mat4 u_reprojectionMatrix4f;
// x = near plane
// y = far plane
// z = near plane * 2
// w = far plane - near plane
uniform vec4 u_nearFarPlane4f;
uniform vec4 u_pixelAlignment4f;
#define reprojDepthLimit 0.25
#define GET_LINEAR_DEPTH_FROM_VALUE(depthSample) (u_nearFarPlane4f.z / (u_nearFarPlane4f.y + u_nearFarPlane4f.x + (depthSample * 2.0 - 1.0) * u_nearFarPlane4f.w))
#define CREATE_DEPTH_MATRIX(matrix4fInput) mat4x2(matrix4fInput[0].zw,matrix4fInput[1].zw,matrix4fInput[2].zw,matrix4fInput[3].zw)
void main() {
vec2 v_position2f2 = (floor(v_position2f * u_pixelAlignment4f.xy) + 0.25) * (2.0 / u_pixelAlignment4f.zw);
#ifdef COMPILE_REPROJECT_SSAO
reprojectionSSAOOutput4f = vec4(0.0, 1.0, 0.0, 0.0);
#endif
#ifdef COMPILE_REPROJECT_SSR
reprojectionReflectionOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
#endif
float fragDepth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
if(fragDepth < 0.000001) {
return;
}
vec4 fragClipSpacePos4f = vec4(v_position2f, fragDepth, 1.0) * 2.0 - 1.0;
vec4 fragPos4f = u_inverseViewProjMatrix4f * fragClipSpacePos4f;
fragPos4f.xyz /= fragPos4f.w;
fragPos4f.w = 1.0;
vec4 reprojPos4f = u_reprojectionMatrix4f * fragPos4f;
vec4 reprojClipPos4f = vec4(reprojPos4f.xyz / reprojPos4f.w, 1.0);
reprojPos4f = reprojClipPos4f;
reprojPos4f.xyz *= 0.5;
reprojPos4f.xyz += 0.5;
reprojPos4f.xy = (floor(reprojPos4f.xy * u_pixelAlignment4f.zw) + 0.5) * (0.5 / u_pixelAlignment4f.xy);
if(reprojPos4f.xy != clamp(reprojPos4f.xy, vec2(0.001), vec2(0.999)) || abs(GET_LINEAR_DEPTH_FROM_VALUE(textureLod(u_reprojectionDepthTexture, reprojPos4f.xy, 0.0).r) - GET_LINEAR_DEPTH_FROM_VALUE(reprojPos4f.z)) > reprojDepthLimit) {
#ifdef COMPILE_REPROJECT_SSAO
reprojectionSSAOOutput4f = vec4(0.01, textureLod(u_ssaoSampleTexture, v_position2f, 0.0).r, 1.0, 0.0);
#endif
#ifdef COMPILE_REPROJECT_SSR
reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 50.0);
#endif
return;
}
#ifdef COMPILE_REPROJECT_SSAO
vec4 reprojectionSSAOInput4f = textureLod(u_reprojectionSSAOInput4f, reprojPos4f.xy, 0.0);
reprojectionSSAOInput4f.g = mix(textureLod(u_ssaoSampleTexture, v_position2f, 0.0).r, reprojectionSSAOInput4f.g, min(reprojectionSSAOInput4f.r * 10.0, 0.85));
reprojectionSSAOInput4f.r = min(reprojectionSSAOInput4f.r + 0.01, 1.0);
reprojectionSSAOInput4f.b = 1.0;
reprojectionSSAOOutput4f = reprojectionSSAOInput4f;
#endif
#ifdef COMPILE_REPROJECT_SSR
vec4 materials = textureLod(u_gbufferMaterialTexture, v_position2f2, 0.0);
float f = materials.g < 0.06 ? 1.0 : 0.0;
f += materials.r < 0.5 ? 1.0 : 0.0;
f += materials.a > 0.5 ? 1.0 : 0.0;
if(f > 0.0) {
return;
}
vec4 lastFrameHitVector4f = textureLod(u_reprojectionHitVectorInput4f, reprojPos4f.xy, 0.0);
if(lastFrameHitVector4f.g <= 0.0) {
reprojectionReflectionOutput4f = textureLod(u_reprojectionReflectionInput4f, reprojPos4f.xy, 0.0);
reprojectionReflectionOutput4f.a = max(reprojectionReflectionOutput4f.a - 1.0, 1.0);
reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, lastFrameHitVector4f.a);
return;
}
reprojectionReflectionOutput4f = vec4(0.0, 0.0, 0.0, 1.0);
lastFrameHitVector4f.g -= 0.0004;
vec4 lastFrameFragPosView4f = u_lastInverseProjMatrix4f * vec4(reprojClipPos4f.xyz, 1.0);
lastFrameFragPosView4f.xyz /= lastFrameFragPosView4f.w;
lastFrameFragPosView4f.w = 1.0;
vec4 lastFrameHitPos4f = vec4(lastFrameFragPosView4f.xyz + lastFrameHitVector4f.xyz, 1.0);
vec4 thisFrameHitPos4f = u_reprojectionInverseViewMatrix4f * lastFrameHitPos4f;
thisFrameHitPos4f.xyz /= thisFrameHitPos4f.w;
thisFrameHitPos4f.w = 1.0;
vec4 thisFrameHitPosProj4f = u_projectionMatrix4f * thisFrameHitPos4f;
thisFrameHitPosProj4f.xyz /= thisFrameHitPosProj4f.w;
thisFrameHitPosProj4f.w = 1.0;
vec3 thisFrameHitPosProjTex3f = thisFrameHitPosProj4f.xyz * 0.5 + 0.5;
if(thisFrameHitPosProjTex3f.xy != clamp(thisFrameHitPosProjTex3f.xy, vec2(0.001), vec2(0.999))) {
return;
}
float fragDepthSample = textureLod(u_gbufferDepthTexture, thisFrameHitPosProjTex3f.xy, 0.0).r * 2.0 - 1.0;
vec2 thisFrameHitPosProjDepthPos = CREATE_DEPTH_MATRIX(u_inverseProjectionMatrix4f) * vec4(thisFrameHitPosProj4f.xy, fragDepthSample, 1.0);
thisFrameHitPosProjDepthPos.x /= thisFrameHitPosProjDepthPos.y;
if(thisFrameHitPosProjDepthPos.x - thisFrameHitPos4f.z - 0.125 < 0.0) {
return;
}
vec3 lastFrameHitPosNormal3f = textureLod(u_gbufferNormalTexture, thisFrameHitPosProjTex3f.xy, 0.0).rgb;
lastFrameHitPosNormal3f *= 2.0;
lastFrameHitPosNormal3f -= 1.0;
vec3 currentNormal3f = textureLod(u_gbufferNormalTexture, v_position2f2, 0.0).xyz;
currentNormal3f *= 2.0;
currentNormal3f -= 1.0;
vec4 fragPosView4f = u_inverseProjectionMatrix4f * fragClipSpacePos4f;
fragPosView4f.xyz /= fragPosView4f.w;
fragPosView4f.w = 1.0;
vec3 rayOrigin = fragPosView4f.xyz;
vec3 planePos = thisFrameHitPos4f.xyz;
vec3 planeNormal = lastFrameHitPosNormal3f;
vec3 newRayDirection = reflect(normalize(rayOrigin), currentNormal3f.xyz);
float dist = dot(planeNormal, newRayDirection);
if(dist > 0.9) {
return;
}
dist = dot(planeNormal, planePos - rayOrigin) / dist;
if(dist < 0.0) {
return;
}
reprojectionHitVectorOutput4f = vec4(newRayDirection * dist, 1.0);
reprojectionHitVectorOutput4f.y += 0.0004;
thisFrameHitPosProj4f = u_viewToPreviousProjMatrix4f * vec4(rayOrigin + newRayDirection * dist, 1.0);
thisFrameHitPosProj4f.xyz /= thisFrameHitPosProj4f.w;
thisFrameHitPosProj4f.w = 1.0;
thisFrameHitPosProjTex3f = thisFrameHitPosProj4f.xyz * 0.5 + 0.5;
if(thisFrameHitPosProjTex3f.xy != clamp(thisFrameHitPosProjTex3f.xy, vec2(0.001), vec2(0.999))) {
return;
}
fragDepthSample = textureLod(u_reprojectionDepthTexture, thisFrameHitPosProjTex3f.xy, 0.0).r * 2.0 - 1.0;
vec2 thisFrameHitPosProjPos = CREATE_DEPTH_MATRIX(u_lastInverseProjMatrix4f) * thisFrameHitPosProj4f;
thisFrameHitPosProjPos.x /= thisFrameHitPosProjPos.y;
thisFrameHitPosProjDepthPos = CREATE_DEPTH_MATRIX(u_lastInverseProjMatrix4f) * vec4(thisFrameHitPosProj4f.xy, fragDepthSample, 1.0);
thisFrameHitPosProjDepthPos.x /= thisFrameHitPosProjDepthPos.y;
if(thisFrameHitPosProjDepthPos.x - thisFrameHitPosProjPos.x - 0.125 < 0.0) {
reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
reprojectionReflectionOutput4f = vec4(textureLod(u_lastFrameColorInput4f, thisFrameHitPosProjTex3f.xy, 0.0).rgb, 0.0);
#endif
}