239 lines
8.9 KiB
GLSL
Executable File
239 lines
8.9 KiB
GLSL
Executable File
#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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#ifdef COMPILE_REPROJECT_SSAO
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layout(location = 0) out vec4 reprojectionSSAOOutput4f;
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#ifdef COMPILE_REPROJECT_SSR
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layout(location = 1) out vec4 reprojectionReflectionOutput4f;
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layout(location = 2) out vec4 reprojectionHitVectorOutput4f;
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#endif
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#else
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layout(location = 0) out vec4 reprojectionReflectionOutput4f;
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layout(location = 1) out vec4 reprojectionHitVectorOutput4f;
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#endif
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uniform sampler2D u_gbufferDepthTexture;
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#ifdef COMPILE_REPROJECT_SSAO
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uniform sampler2D u_ssaoSampleTexture;
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// R: ssao history length
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// G: ssao value
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// B: pixel opacity
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// A: padding
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uniform sampler2D u_reprojectionSSAOInput4f;
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#endif
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#ifdef COMPILE_REPROJECT_SSR
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_gbufferMaterialTexture;
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// R: reflection R
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// G: reflection G
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// B: reflection B
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// A: current step
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uniform sampler2D u_reprojectionReflectionInput4f;
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// R: relative X of reflected pixel from origin
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// G: relative Y of reflected pixel from origin
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// B: relative Z of reflected pixel from origin
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// A: is reflected flag
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uniform sampler2D u_reprojectionHitVectorInput4f;
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uniform sampler2D u_lastFrameColorInput4f;
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uniform mat4 u_projectionMatrix4f;
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uniform mat4 u_inverseProjectionMatrix4f;
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uniform mat4 u_lastInverseProjMatrix4f;
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// matrix to transform view pos in old frame to view pos in current frame
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uniform mat4 u_reprojectionInverseViewMatrix4f;
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uniform mat4 u_viewToPreviousProjMatrix4f;
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#endif
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uniform sampler2D u_reprojectionDepthTexture;
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uniform mat4 u_inverseViewProjMatrix4f;
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uniform mat4 u_reprojectionMatrix4f;
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// x = near plane
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// y = far plane
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// z = near plane * 2
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// w = far plane - near plane
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uniform vec4 u_nearFarPlane4f;
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uniform vec4 u_pixelAlignment4f;
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#define reprojDepthLimit 0.25
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#define GET_LINEAR_DEPTH_FROM_VALUE(depthSample) (u_nearFarPlane4f.z / (u_nearFarPlane4f.y + u_nearFarPlane4f.x + (depthSample * 2.0 - 1.0) * u_nearFarPlane4f.w))
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#define CREATE_DEPTH_MATRIX(matrix4fInput) mat4x2(matrix4fInput[0].zw,matrix4fInput[1].zw,matrix4fInput[2].zw,matrix4fInput[3].zw)
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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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#ifdef COMPILE_REPROJECT_SSAO
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reprojectionSSAOOutput4f = vec4(0.0, 1.0, 0.0, 0.0);
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#endif
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#ifdef COMPILE_REPROJECT_SSR
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reprojectionReflectionOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
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reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
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#endif
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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 fragClipSpacePos4f = vec4(v_position2f2, fragDepth, 1.0) * 2.0 - 1.0;
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vec4 fragPos4f = u_inverseViewProjMatrix4f * fragClipSpacePos4f;
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fragPos4f.xyz /= fragPos4f.w;
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fragPos4f.w = 1.0;
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vec4 reprojPos4f = u_reprojectionMatrix4f * fragPos4f;
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vec4 reprojClipPos4f = vec4(reprojPos4f.xyz / reprojPos4f.w, 1.0);
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reprojPos4f = reprojClipPos4f;
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reprojPos4f.xyz *= 0.5;
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reprojPos4f.xyz += 0.5;
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reprojPos4f.xy = (floor(reprojPos4f.xy * u_pixelAlignment4f.zw) + 0.5) * (0.5 / u_pixelAlignment4f.xy);
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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) {
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#ifdef COMPILE_REPROJECT_SSAO
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reprojectionSSAOOutput4f = vec4(0.01, textureLod(u_ssaoSampleTexture, v_position2f, 0.0).r, 1.0, 0.0);
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#endif
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#ifdef COMPILE_REPROJECT_SSR
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reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 50.0);
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#endif
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return;
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}
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#ifdef COMPILE_REPROJECT_SSAO
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vec4 reprojectionSSAOInput4f = textureLod(u_reprojectionSSAOInput4f, reprojPos4f.xy, 0.0);
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reprojectionSSAOInput4f.g = mix(textureLod(u_ssaoSampleTexture, v_position2f, 0.0).r, reprojectionSSAOInput4f.g, min(reprojectionSSAOInput4f.r * 10.0, 0.85));
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reprojectionSSAOInput4f.r = min(reprojectionSSAOInput4f.r + 0.01, 1.0);
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reprojectionSSAOInput4f.b = 1.0;
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reprojectionSSAOOutput4f = reprojectionSSAOInput4f;
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#endif
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#ifdef COMPILE_REPROJECT_SSR
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vec4 materials = textureLod(u_gbufferMaterialTexture, v_position2f2, 0.0);
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float f = materials.g < 0.06 ? 1.0 : 0.0;
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f += materials.r < 0.5 ? 1.0 : 0.0;
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f += materials.a > 0.5 ? 1.0 : 0.0;
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if(f > 0.0) {
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return;
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}
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vec4 lastFrameHitVector4f = textureLod(u_reprojectionHitVectorInput4f, reprojPos4f.xy, 0.0);
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if(lastFrameHitVector4f.g <= 0.0) {
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reprojectionReflectionOutput4f = textureLod(u_reprojectionReflectionInput4f, reprojPos4f.xy, 0.0);
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reprojectionReflectionOutput4f.a = max(reprojectionReflectionOutput4f.a - 1.0, 1.0);
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reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, lastFrameHitVector4f.a);
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return;
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}
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reprojectionReflectionOutput4f = vec4(0.0, 0.0, 0.0, 1.0);
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lastFrameHitVector4f.g -= 0.0004;
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vec4 lastFrameFragPosView4f = u_lastInverseProjMatrix4f * vec4(reprojClipPos4f.xyz, 1.0);
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lastFrameFragPosView4f.xyz /= lastFrameFragPosView4f.w;
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lastFrameFragPosView4f.w = 1.0;
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vec4 lastFrameHitPos4f = vec4(lastFrameFragPosView4f.xyz + lastFrameHitVector4f.xyz, 1.0);
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vec4 thisFrameHitPos4f = u_reprojectionInverseViewMatrix4f * lastFrameHitPos4f;
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thisFrameHitPos4f.xyz /= thisFrameHitPos4f.w;
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thisFrameHitPos4f.w = 1.0;
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vec4 thisFrameHitPosProj4f = u_projectionMatrix4f * thisFrameHitPos4f;
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thisFrameHitPosProj4f.xyz /= thisFrameHitPosProj4f.w;
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thisFrameHitPosProj4f.w = 1.0;
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vec3 thisFrameHitPosProjTex3f = thisFrameHitPosProj4f.xyz * 0.5 + 0.5;
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if(thisFrameHitPosProjTex3f.xy != clamp(thisFrameHitPosProjTex3f.xy, vec2(0.001), vec2(0.999))) {
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return;
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}
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float fragDepthSample = textureLod(u_gbufferDepthTexture, thisFrameHitPosProjTex3f.xy, 0.0).r * 2.0 - 1.0;
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vec2 thisFrameHitPosProjDepthPos = CREATE_DEPTH_MATRIX(u_inverseProjectionMatrix4f) * vec4(thisFrameHitPosProj4f.xy, fragDepthSample, 1.0);
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thisFrameHitPosProjDepthPos.x /= thisFrameHitPosProjDepthPos.y;
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if(thisFrameHitPosProjDepthPos.x - thisFrameHitPos4f.z - 0.125 < 0.0) {
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return;
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}
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vec3 lastFrameHitPosNormal3f = textureLod(u_gbufferNormalTexture, thisFrameHitPosProjTex3f.xy, 0.0).rgb;
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lastFrameHitPosNormal3f *= 2.0;
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lastFrameHitPosNormal3f -= 1.0;
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vec3 currentNormal3f = textureLod(u_gbufferNormalTexture, v_position2f2, 0.0).xyz;
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currentNormal3f *= 2.0;
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currentNormal3f -= 1.0;
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vec4 fragPosView4f = u_inverseProjectionMatrix4f * fragClipSpacePos4f;
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fragPosView4f.xyz /= fragPosView4f.w;
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fragPosView4f.w = 1.0;
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vec3 rayOrigin = fragPosView4f.xyz;
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vec3 planePos = thisFrameHitPos4f.xyz;
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vec3 planeNormal = lastFrameHitPosNormal3f;
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vec3 newRayDirection = reflect(normalize(rayOrigin), currentNormal3f.xyz);
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float dist = dot(planeNormal, newRayDirection);
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if(dist > 0.9) {
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return;
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}
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dist = dot(planeNormal, planePos - rayOrigin) / dist;
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if(dist < 0.0) {
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return;
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}
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reprojectionHitVectorOutput4f = vec4(newRayDirection * dist, 1.0);
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reprojectionHitVectorOutput4f.y += 0.0004;
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thisFrameHitPosProj4f = u_viewToPreviousProjMatrix4f * vec4(rayOrigin + newRayDirection * dist, 1.0);
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thisFrameHitPosProj4f.xyz /= thisFrameHitPosProj4f.w;
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thisFrameHitPosProj4f.w = 1.0;
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thisFrameHitPosProjTex3f = thisFrameHitPosProj4f.xyz * 0.5 + 0.5;
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if(thisFrameHitPosProjTex3f.xy != clamp(thisFrameHitPosProjTex3f.xy, vec2(0.001), vec2(0.999))) {
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return;
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}
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fragDepthSample = textureLod(u_reprojectionDepthTexture, thisFrameHitPosProjTex3f.xy, 0.0).r * 2.0 - 1.0;
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vec2 thisFrameHitPosProjPos = CREATE_DEPTH_MATRIX(u_lastInverseProjMatrix4f) * thisFrameHitPosProj4f;
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thisFrameHitPosProjPos.x /= thisFrameHitPosProjPos.y;
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thisFrameHitPosProjDepthPos = CREATE_DEPTH_MATRIX(u_lastInverseProjMatrix4f) * vec4(thisFrameHitPosProj4f.xy, fragDepthSample, 1.0);
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thisFrameHitPosProjDepthPos.x /= thisFrameHitPosProjDepthPos.y;
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if(thisFrameHitPosProjDepthPos.x - thisFrameHitPosProjPos.x - 0.125 < 0.0) {
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reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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reprojectionReflectionOutput4f = vec4(textureLod(u_lastFrameColorInput4f, thisFrameHitPosProjTex3f.xy, 0.0).rgb, 0.0);
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#endif
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}
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