diff options
Diffstat (limited to 'drivers/gles2/shaders/screen_space_reflection.glsl')
-rw-r--r-- | drivers/gles2/shaders/screen_space_reflection.glsl | 284 |
1 files changed, 284 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl new file mode 100644 index 0000000000..6b5b7c885c --- /dev/null +++ b/drivers/gles2/shaders/screen_space_reflection.glsl @@ -0,0 +1,284 @@ +/* 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); + } +} |