Files

110 lines
3.7 KiB
GLSL

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);
}