summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/effects
diff options
context:
space:
mode:
authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-02-28 00:35:18 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-08-03 01:55:42 +0200
commitd38671827bd5fe917a2382baf95b3c01c5fffd17 (patch)
tree9447a6acc125752abf0014a7ef3c6a5bab0fe337 /servers/rendering/renderer_rd/shaders/effects
parent3b39f00761145a44a6c6d45320d6e26b944814a3 (diff)
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges instead of external margin. - Round edges of the fade margin if both are being cut off to prevent sharp corners. Co-authored-by: puchik <puchik@users.noreply.github.com>
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects')
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl13
1 files changed, 7 insertions, 6 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index d85ab3af2e..246ef81cb2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -182,17 +182,18 @@ void main() {
if (found) {
float margin_blend = 1.0;
- vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
- if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) {
- // clip outside screen + margin
+ vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin
+ if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) {
+ // clip at the screen edges
imageStore(ssr_image, ssC, vec4(0.0));
return;
}
{
- //blend fading out towards external margin
- vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0)));
- margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y));
+ //blend fading out towards inner margin
+ // 0.5 = midpoint of reflection
+ vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5));
+ margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y);
//margin_blend = 1.0;
}