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path: root/drivers/gles3/shaders/screen_space_reflection.glsl
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/* 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(1.0, 1.0, -1.0));

	////////////////

	// 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);
	}
}