diff options
Diffstat (limited to 'drivers/gles2/shaders/screen_space_reflection.glsl')
-rw-r--r-- | drivers/gles2/shaders/screen_space_reflection.glsl | 199 |
1 files changed, 85 insertions, 114 deletions
diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl index b2e6f7a736..a11da10b61 100644 --- a/drivers/gles2/shaders/screen_space_reflection.glsl +++ b/drivers/gles2/shaders/screen_space_reflection.glsl @@ -1,8 +1,9 @@ +/* clang-format off */ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +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; @@ -11,13 +12,14 @@ void main() { uv_interp = uv_in; gl_Position = vertex_attrib; - pos_interp.xy=gl_Position.xy; + 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 @@ -40,81 +42,70 @@ 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; +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); + 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; + normal = normal_roughness.xyz * 2.0 - 1.0; float roughness = normal_roughness.w; - float depth_tex = texture(source_depth,uv_interp).r; + 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; + 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); + 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; + vec3 ray_end = vertex + ray_dir * ray_len; float w_begin; - vec2 vp_line_begin = view_to_screen(vertex,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; + 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; + 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; - 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; + 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)); @@ -124,121 +115,109 @@ void main() { 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; + 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 + 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; + 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 z_from = z / w; + float z_to = z_from; float depth; - vec2 prev_pos=pos; + vec2 prev_pos = pos; - bool found=false; + bool found = false; - float steps_taken=0.0; + float steps_taken = 0.0; - for(int i=0;i<num_steps;i++) { + for (int i = 0; i < num_steps; i++) { - pos+=line_advance; - z+=z_advance; - w+=w_advance; + 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; + 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; + 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; + depth = -depth; z_from = z_to; - z_to = z/w; + z_to = z / w; - if (depth>z_to) { + if (depth > z_to) { //if depth was surpassed - if (depth<=max(z_to,z_from)+depth_tolerance) { + if (depth <= max(z_to, z_from) + depth_tolerance) { //check the depth tolerance - found=true; + found = true; } break; } - steps_taken+=1.0; - prev_pos=pos; + steps_taken += 1.0; + prev_pos = pos; } - - - if (found) { - float margin_blend=1.0; - + 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)))) { + 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); + 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)); + 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; - - - - - - + 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 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 gloss_mult = gloss; - float rem_alpha=1.0; + float rem_alpha = 1.0; final_color = vec4(0.0); - for(int i=0;i<7;i++) { + for (int i = 0; i < 7; i++) { float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle float radius; @@ -258,30 +237,30 @@ void main() { } //find the place where screen must be sampled - vec2 sample_pos = ( line_begin + cone_dir * (cone_len - radius) ) * pixel_size; + 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 ); + 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); + sample_color = textureLod(source_diffuse, sample_pos, mipmap); } //multiply by gloss - sample_color.rgb*=gloss_mult; - sample_color.a=gloss_mult; + sample_color.rgb *= gloss_mult; + sample_color.a = gloss_mult; rem_alpha -= sample_color.a; - if(rem_alpha < 0.0) { + if (rem_alpha < 0.0) { sample_color.rgb *= (1.0 - abs(rem_alpha)); } - final_color+=sample_color; + final_color += sample_color; - if (final_color.a>=0.95) { + 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 @@ -290,29 +269,21 @@ void main() { break; } - cone_len-=radius*2.0; //go to next (smaller) circle. - - gloss_mult*=gloss; - + 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); + final_color = textureLod(source_diffuse, final_pos * pixel_size, 0.0); } - frag_color = vec4(final_color.rgb,fade*margin_blend); + 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); + 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); + frag_color = vec4(0.0, 0.0, 0.0, 0.0); } - - - } - |