summaryrefslogtreecommitdiff
path: root/drivers/gles2/shaders/screen_space_reflection.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles2/shaders/screen_space_reflection.glsl')
-rw-r--r--drivers/gles2/shaders/screen_space_reflection.glsl284
1 files changed, 0 insertions, 284 deletions
diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl
deleted file mode 100644
index 6b5b7c885c..0000000000
--- a/drivers/gles2/shaders/screen_space_reflection.glsl
+++ /dev/null
@@ -1,284 +0,0 @@
-/* clang-format off */
-[vertex]
-
-layout(location = 0) in highp vec4 vertex_attrib;
-/* clang-format on */
-layout(location = 4) in vec2 uv_in;
-
-out vec2 uv_interp;
-out vec2 pos_interp;
-
-void main() {
- uv_interp = uv_in;
- gl_Position = vertex_attrib;
- pos_interp.xy = gl_Position.xy;
-}
-
-/* clang-format off */
-[fragment]
-
-in vec2 uv_interp;
-/* clang-format on */
-in vec2 pos_interp;
-
-uniform sampler2D source_diffuse; //texunit:0
-uniform sampler2D source_normal_roughness; //texunit:1
-uniform sampler2D source_depth; //texunit:2
-
-uniform float camera_z_near;
-uniform float camera_z_far;
-
-uniform vec2 viewport_size;
-uniform vec2 pixel_size;
-
-uniform float filter_mipmap_levels;
-
-uniform mat4 inverse_projection;
-uniform mat4 projection;
-
-uniform int num_steps;
-uniform float depth_tolerance;
-uniform float distance_fade;
-uniform float curve_fade_in;
-
-layout(location = 0) out vec4 frag_color;
-
-vec2 view_to_screen(vec3 view_pos, out float w) {
- vec4 projected = projection * vec4(view_pos, 1.0);
- projected.xyz /= projected.w;
- projected.xy = projected.xy * 0.5 + 0.5;
- w = projected.w;
- return projected.xy;
-}
-
-#define M_PI 3.14159265359
-
-void main() {
- vec4 diffuse = texture(source_diffuse, uv_interp);
- vec4 normal_roughness = texture(source_normal_roughness, uv_interp);
-
- vec3 normal;
-
- normal = normal_roughness.xyz * 2.0 - 1.0;
-
- float roughness = normal_roughness.w;
-
- float depth_tex = texture(source_depth, uv_interp).r;
-
- vec4 world_pos = inverse_projection * vec4(uv_interp * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0);
- vec3 vertex = world_pos.xyz / world_pos.w;
-
- vec3 view_dir = normalize(vertex);
- vec3 ray_dir = normalize(reflect(view_dir, normal));
-
- if (dot(ray_dir, normal) < 0.001) {
- frag_color = vec4(0.0);
- return;
- }
- //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
-
- //ray_dir = normalize(vec3(1,1,-1));
-
- ////////////////
-
- //make ray length and clip it against the near plane (don't want to trace beyond visible)
- float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far;
- vec3 ray_end = vertex + ray_dir * ray_len;
-
- float w_begin;
- vec2 vp_line_begin = view_to_screen(vertex, w_begin);
- float w_end;
- vec2 vp_line_end = view_to_screen(ray_end, w_end);
- vec2 vp_line_dir = vp_line_end - vp_line_begin;
-
- //we need to interpolate w along the ray, to generate perspective correct reflections
-
- w_begin = 1.0 / w_begin;
- w_end = 1.0 / w_end;
-
- float z_begin = vertex.z * w_begin;
- float z_end = ray_end.z * w_end;
-
- vec2 line_begin = vp_line_begin / pixel_size;
- vec2 line_dir = vp_line_dir / pixel_size;
- float z_dir = z_end - z_begin;
- float w_dir = w_end - w_begin;
-
- // clip the line to the viewport edges
-
- float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x));
- float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y));
- float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x));
- float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y));
- float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y);
- line_dir *= line_clip;
- z_dir *= line_clip;
- w_dir *= line_clip;
-
- //clip z and w advance to line advance
- vec2 line_advance = normalize(line_dir); //down to pixel
- float step_size = length(line_advance) / length(line_dir);
- float z_advance = z_dir * step_size; // adapt z advance to line advance
- float w_advance = w_dir * step_size; // adapt w advance to line advance
-
- //make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice)
- float advance_angle_adj = 1.0 / max(abs(line_advance.x), abs(line_advance.y));
- line_advance *= advance_angle_adj; // adapt z advance to line advance
- z_advance *= advance_angle_adj;
- w_advance *= advance_angle_adj;
-
- vec2 pos = line_begin;
- float z = z_begin;
- float w = w_begin;
- float z_from = z / w;
- float z_to = z_from;
- float depth;
- vec2 prev_pos = pos;
-
- bool found = false;
-
- float steps_taken = 0.0;
-
- for (int i = 0; i < num_steps; i++) {
- pos += line_advance;
- z += z_advance;
- w += w_advance;
-
- //convert to linear depth
-
- depth = texture(source_depth, pos * pixel_size).r * 2.0 - 1.0;
-#ifdef USE_ORTHOGONAL_PROJECTION
- depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
-#else
- depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
-#endif
- depth = -depth;
-
- z_from = z_to;
- z_to = z / w;
-
- if (depth > z_to) {
- //if depth was surpassed
- if (depth <= max(z_to, z_from) + depth_tolerance) {
- //check the depth tolerance
- found = true;
- }
- break;
- }
-
- steps_taken += 1.0;
- prev_pos = pos;
- }
-
- if (found) {
- float margin_blend = 1.0;
-
- vec2 margin = vec2((viewport_size.x + viewport_size.y) * 0.5 * 0.05); //make a uniform margin
- if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, viewport_size + margin)))) {
- //clip outside screen + margin
- frag_color = vec4(0.0);
- return;
- }
-
- {
- //blend fading out towards external margin
- vec2 margin_grad = mix(pos - viewport_size, -pos, lessThan(pos, vec2(0.0)));
- margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y));
- //margin_blend=1.0;
- }
-
- vec2 final_pos;
- float grad;
- grad = steps_taken / float(num_steps);
- float initial_fade = curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), curve_fade_in);
- float fade = pow(clamp(1.0 - grad, 0.0, 1.0), distance_fade) * initial_fade;
- final_pos = pos;
-
-#ifdef REFLECT_ROUGHNESS
-
- vec4 final_color;
- //if roughness is enabled, do screen space cone tracing
- if (roughness > 0.001) {
- ///////////////////////////////////////////////////////////////////////////////////////
- //use a blurred version (in consecutive mipmaps) of the screen to simulate roughness
-
- float gloss = 1.0 - roughness;
- float cone_angle = roughness * M_PI * 0.5;
- vec2 cone_dir = final_pos - line_begin;
- float cone_len = length(cone_dir);
- cone_dir = normalize(cone_dir); //will be used normalized from now on
- float max_mipmap = filter_mipmap_levels - 1.0;
- float gloss_mult = gloss;
-
- float rem_alpha = 1.0;
- final_color = vec4(0.0);
-
- for (int i = 0; i < 7; i++) {
- float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle
- float radius;
- {
- //fit to sphere inside cone (sphere ends at end of cone), something like this:
- // ___
- // \O/
- // V
- //
- // as it avoids bleeding from beyond the reflection as much as possible. As a plus
- // it also makes the rough reflection more elongated.
- float a = op_len;
- float h = cone_len;
- float a2 = a * a;
- float fh2 = 4.0f * h * h;
- radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
- }
-
- //find the place where screen must be sampled
- vec2 sample_pos = (line_begin + cone_dir * (cone_len - radius)) * pixel_size;
- //radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels
- float mipmap = clamp(log2(radius), 0.0, max_mipmap);
-
- //mipmap = max(mipmap-1.0,0.0);
- //do sampling
-
- vec4 sample_color;
- {
- sample_color = textureLod(source_diffuse, sample_pos, mipmap);
- }
-
- //multiply by gloss
- sample_color.rgb *= gloss_mult;
- sample_color.a = gloss_mult;
-
- rem_alpha -= sample_color.a;
- if (rem_alpha < 0.0) {
- sample_color.rgb *= (1.0 - abs(rem_alpha));
- }
-
- final_color += sample_color;
-
- if (final_color.a >= 0.95) {
- // This code of accumulating gloss and aborting on near one
- // makes sense when you think of cone tracing.
- // Think of it as if roughness was 0, then we could abort on the first
- // iteration. For lesser roughness values, we need more iterations, but
- // each needs to have less influence given the sphere is smaller
- break;
- }
-
- cone_len -= radius * 2.0; //go to next (smaller) circle.
-
- gloss_mult *= gloss;
- }
- } else {
- final_color = textureLod(source_diffuse, final_pos * pixel_size, 0.0);
- }
-
- frag_color = vec4(final_color.rgb, fade * margin_blend);
-
-#else
- frag_color = vec4(textureLod(source_diffuse, final_pos * pixel_size, 0.0).rgb, fade * margin_blend);
-#endif
-
- } else {
- frag_color = vec4(0.0, 0.0, 0.0, 0.0);
- }
-}