89 lines
2.0 KiB
GLSL
89 lines
2.0 KiB
GLSL
#version 450
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform mat4 P;
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uniform mat3 V3;
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uniform vec2 camera_proj;
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#include "std/math.glsl"
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#include "std/gbuffer.glsl"
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in vec3 view_ray;
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in vec2 tex_coord;
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out float frag_color;
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const int max_steps = 8;
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const float ray_step = 0.01;
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const float angle_mix = 0.5;
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const float strength = 3.6;
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vec3 hit_coord;
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vec2 coord;
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float depth;
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vec3 vpos;
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vec2 get_projected_coord(vec3 hit_coord) {
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vec4 projected_coord = mul(vec4(hit_coord, 1.0), P);
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projected_coord.xy /= projected_coord.w;
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projected_coord.xy = projected_coord.xy * 0.5 + 0.5;
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#ifdef GLSL
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#else
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projected_coord.y = 1.0 - projected_coord.y;
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#endif
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return projected_coord.xy;
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}
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float get_delta_depth(vec3 hit_coord) {
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coord = get_projected_coord(hit_coord);
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depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0;
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vec3 p = get_pos_view(view_ray, depth, camera_proj);
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return p.z - hit_coord.z;
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}
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void ray_cast(vec3 dir) {
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hit_coord = vpos;
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dir *= ray_step * 2;
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float dist = 0.15;
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for (int i = 0; i < max_steps; i++) {
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hit_coord += dir;
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float delta = get_delta_depth(hit_coord);
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if (delta > 0.0 && delta < 0.2) {
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dist = distance(vpos, hit_coord);
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break;
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}
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}
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frag_color += dist;
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}
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vec3 tangent(const vec3 n) {
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vec3 t1 = cross(n, vec3(0, 0, 1));
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vec3 t2 = cross(n, vec3(0, 1, 0));
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if (length(t1) > length(t2)) return normalize(t1);
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else return normalize(t2);
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}
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void main() {
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frag_color = 0;
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vec4 g0 = textureLod(gbuffer0, tex_coord, 0.0);
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float d = textureLod(gbufferD, tex_coord, 0.0).r * 2.0 - 1.0;
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vec2 enc = g0.rg;
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vec3 n;
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n.z = 1.0 - abs(enc.x) - abs(enc.y);
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n.xy = n.z >= 0.0 ? enc.xy : octahedron_wrap(enc.xy);
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n = normalize(mul(n, V3));
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vpos = get_pos_view(view_ray, d, camera_proj);
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ray_cast(n);
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vec3 o1 = normalize(tangent(n));
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vec3 o2 = (cross(o1, n));
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vec3 c1 = 0.5f * (o1 + o2);
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vec3 c2 = 0.5f * (o1 - o2);
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ray_cast(mix(n, o1, angle_mix));
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ray_cast(mix(n, o2, angle_mix));
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ray_cast(mix(n, -c1, angle_mix));
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ray_cast(mix(n, -c2, angle_mix));
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}
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