hoosiertransfer-mod/desktopRuntime/resources/assets/eagler/glsl/deferred/reproject_ssr.fsh

113 lines
4.4 KiB
GLSL

#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_position2f;
layout(location = 0) out vec4 reflectionOutput4f;
layout(location = 1) out vec4 hitVectorOutput4f;
uniform sampler2D u_gbufferDepthTexture;
uniform sampler2D u_gbufferNormalTexture;
uniform sampler2D u_reprojectionReflectionInput4f;
uniform sampler2D u_reprojectionHitVectorInput4f;
uniform sampler2D u_lastFrameColorInput4f;
uniform sampler2D u_lastFrameDepthInput;
uniform mat4 u_lastProjectionMatrix4f;
uniform mat4x2 u_lastInverseProjMatrix4x2f;
uniform mat4 u_inverseProjectionMatrix4f;
uniform float u_sampleStep1f;
uniform vec4 u_pixelAlignment4f;
#define maxAge 55.0
#define maxSamples 50.0
void main() {
vec2 v_position2f2 = (floor(v_position2f * u_pixelAlignment4f.xy) + 0.25) * (2.0 / u_pixelAlignment4f.zw);
reflectionOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
hitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
float fragDepth = textureLod(u_gbufferDepthTexture, v_position2f2, 0.0).r;
if(fragDepth < 0.000001) {
return;
}
vec4 reflectionInput4f = textureLod(u_reprojectionReflectionInput4f, v_position2f, 0.0);
vec4 hitVectorInput4f = textureLod(u_reprojectionHitVectorInput4f, v_position2f, 0.0);
hitVectorInput4f.a += 1.0;
float f = reflectionInput4f.a < 1.0 ? 1.0 : reflectionInput4f.a;
reflectionInput4f.a = hitVectorInput4f.a > maxAge ? f : reflectionInput4f.a;
if(reflectionInput4f.a < 1.0) {
reflectionOutput4f = reflectionInput4f;
hitVectorOutput4f = hitVectorInput4f;
return;
}
vec4 fragPos4f = u_inverseProjectionMatrix4f * (vec4(v_position2f2, fragDepth, 1.0) * 2.0 - 1.0);
fragPos4f.xyz /= fragPos4f.w;
fragPos4f.w = 1.0;
vec4 reflectionNormal4f = textureLod(u_gbufferNormalTexture, v_position2f2, 0.0);
reflectionNormal4f.xyz *= 2.0;
reflectionNormal4f.xyz -= 1.0;
reflectionNormal4f.xyz = reflect(normalize(fragPos4f.xyz), reflectionNormal4f.xyz);
reflectionNormal4f.w = 1.0;
float sampleStepMod = (reflectionInput4f.a * 0.03 + 0.15 + length(fragPos4f.xyz) * 0.03) * u_sampleStep1f;
vec3 sampleOffset3f = reflectionNormal4f.xyz * reflectionInput4f.a * sampleStepMod;
fragPos4f.xyz += sampleOffset3f;
reflectionNormal4f = u_lastProjectionMatrix4f * fragPos4f;
reflectionNormal4f.xyz /= reflectionNormal4f.w;
reflectionNormal4f.w = 1.0;
vec3 reflectionSamplePos3f = reflectionNormal4f.xyz;
reflectionSamplePos3f *= 0.5;
reflectionSamplePos3f += 0.5;
reflectionSamplePos3f.xy = (floor(reflectionSamplePos3f.xy * u_pixelAlignment4f.zw) + 0.5) * (0.5 / u_pixelAlignment4f.xy);
if(clamp(reflectionSamplePos3f.xy, vec2(0.001), vec2(0.999)) != reflectionSamplePos3f.xy) {
return;
}
float reflectDepthSample = textureLod(u_lastFrameDepthInput, reflectionSamplePos3f.xy, 0.0).r;
vec2 sampleFragDepth = u_lastInverseProjMatrix4x2f * vec4(reflectionNormal4f.xy, reflectDepthSample * 2.0 - 1.0, 1.0);
sampleFragDepth.x /= sampleFragDepth.y;
reflectDepthSample = sampleFragDepth.x - fragPos4f.z;
if(reflectDepthSample < sampleStepMod * 3.0) {
reflectionInput4f.a += 1.0;
reflectionOutput4f = reflectionInput4f.a >= maxSamples ? vec4(0.0, 0.0, 0.0, 0.0) : reflectionInput4f;
hitVectorOutput4f = vec4(0.0, 0.0, 0.0, hitVectorInput4f.a);
return;
}
if(abs(reflectDepthSample) > sampleStepMod * 6.0) {
return;
}
vec4 colorSample = textureLod(u_lastFrameColorInput4f, reflectionSamplePos3f.xy, 0.0);
reflectionOutput4f = vec4(colorSample.rgb, 0.0);
reflectionOutput4f.g += 0.0005;
hitVectorOutput4f = vec4(colorSample.a > 0.0 ? sampleOffset3f : vec3(0.0), 0.0);
hitVectorOutput4f.g += colorSample.a > 0.0 ? 0.0004 : 0.0;
}