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