SuperTuxKart 1.5 upstream source (from official release tarball)
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DShadow stex;
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uniform sampler2D albedo;
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uniform sampler2D ssao;
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uniform sampler2D ctex;
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uniform int ssr;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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#stk_include "utils/screen_space_reflection.frag"
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vec3 gtaoMultiBounce(float visibility, vec3 albedo)
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{
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// Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion"
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vec3 a = 2.0404 * albedo - 0.3324;
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vec3 b = -4.7951 * albedo + 0.6417;
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vec3 c = 2.7552 * albedo + 0.6903;
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return max(vec3(visibility), ((visibility * a + b) * visibility + c) * visibility);
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}
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// Main ===================================================================
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / u_screen;
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vec3 normal = (u_view_matrix * vec4(DecodeNormal(texture(ntex, uv).xy), 0)).xyz;
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
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vec3 eyedir = -normalize(xpos.xyz);
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// Extract roughness
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float specval = texture(ntex, uv).z;
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float ao = texture(ssao, uv).x;
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// Lagarde and de Rousiers 2014, "Moving Frostbite to PBR"
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float ao_spec = clamp(pow(max(dot(normal, eyedir), 0.) + ao, exp2(-16.0 * (1.0 - specval) - 1.0)) - 1.0 + ao, 0.0, 1.0);
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if (ssr == 0)
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{
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Diff = vec4(0.25 * DiffuseIBL(normal) * ao, 1.);
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval) * ao_spec, 1.);
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return;
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}
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vec3 surface_color = texture(ctex, uv).xyz;
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vec3 ao_multi = gtaoMultiBounce(ao, surface_color);
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vec3 ao_spec_multi = gtaoMultiBounce(ao_spec, surface_color);
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// :::::::: Compute Space Screen Reflection ::::::::::::::::::::::::::::::::::::
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// Output color
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vec3 outColor;
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// Fallback (if the ray can't find an intersection we display the sky)
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vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
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// Reflection vector
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vec3 reflected = reflect(-eyedir, normal);
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// Disable raycasts towards camera
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float cosine = dot(reflected, eyedir);
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// Only calculate reflections if the reflectivity value is high enough,
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// otherwise just use specular IBL
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if (specval < 0.5 || cosine > 0.2) {
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outColor = fallback;
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} else {
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vec2 viewport_scale = vec2(1.0);
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vec2 viewport_offset = vec2(0.0);
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vec2 coords = RayCast(reflected, xpos.xyz, u_projection_matrix,
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viewport_scale, viewport_offset, stex);
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if (coords.x < 0. || coords.x > 1. || coords.y < 0. || coords.y > 1.) {
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outColor = fallback;
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} else {
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// Disable raycasts onto another reflective surface
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float mirror = texture(ntex, coords).z;
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outColor = textureLod(albedo, coords, 0.f).rgb;
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outColor = mix(fallback, outColor, GetEdgeFade(coords,
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viewport_scale, viewport_offset));
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outColor = mix(fallback, outColor, 1. - max(cosine * 5., 0.));
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outColor = mix(fallback, outColor, 4. - max(mirror * 4., 3.));
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// TODO temporary measure the lack of mipmapping for RTT albedo
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// Implement it in proper way
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// Use (specval - 0.5) * 2.0 to bring specval from 0.5-1.0 range to 0.0-1.0 range
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outColor = mix(fallback, outColor, (specval - 0.5) * 2.0);
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}
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}
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Diff = vec4(0.25 * DiffuseIBL(normal) * ao_multi, 1.);
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Spec = vec4(outColor.rgb * ao_spec_multi, 1.0);
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}
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