[vertex] layout(location = 0) in highp vec4 vertex_attrib; layout(location = 4) in vec2 uv_in; out vec2 uv_interp; out vec2 pos_interp; void main() { uv_interp = uv_in; gl_Position = vertex_attrib; pos_interp.xy = gl_Position.xy; } [fragment] in vec2 uv_interp; in vec2 pos_interp; uniform sampler2D source_diffuse; //texunit:0 uniform sampler2D source_normal_roughness; //texunit:1 uniform sampler2D source_depth; //texunit:2 uniform float camera_z_near; uniform float camera_z_far; uniform vec2 viewport_size; uniform vec2 pixel_size; uniform float filter_mipmap_levels; uniform mat4 inverse_projection; uniform mat4 projection; uniform int num_steps; uniform float depth_tolerance; uniform float distance_fade; uniform float curve_fade_in; layout(location = 0) out vec4 frag_color; vec2 view_to_screen(vec3 view_pos, out float w) { vec4 projected = projection * vec4(view_pos, 1.0); projected.xyz /= projected.w; projected.xy = projected.xy * 0.5 + 0.5; w = projected.w; return projected.xy; } #define M_PI 3.14159265359 void main() { vec4 diffuse = texture(source_diffuse, uv_interp); vec4 normal_roughness = texture(source_normal_roughness, uv_interp); vec3 normal; normal = normal_roughness.xyz * 2.0 - 1.0; float roughness = normal_roughness.w; float depth_tex = texture(source_depth, uv_interp).r; vec4 world_pos = inverse_projection * vec4(uv_interp * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0); vec3 vertex = world_pos.xyz / world_pos.w; vec3 view_dir = normalize(vertex); vec3 ray_dir = normalize(reflect(view_dir, normal)); if (dot(ray_dir, normal) < 0.001) { frag_color = vec4(0.0); return; } //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); //ray_dir = normalize(vec3(1,1,-1)); //////////////// //make ray length and clip it against the near plane (don't want to trace beyond visible) float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far; vec3 ray_end = vertex + ray_dir * ray_len; float w_begin; vec2 vp_line_begin = view_to_screen(vertex, w_begin); float w_end; vec2 vp_line_end = view_to_screen(ray_end, w_end); vec2 vp_line_dir = vp_line_end - vp_line_begin; //we need to interpolate w along the ray, to generate perspective correct reflections w_begin = 1.0 / w_begin; w_end = 1.0 / w_end; float z_begin = vertex.z * w_begin; float z_end = ray_end.z * w_end; vec2 line_begin = vp_line_begin / pixel_size; vec2 line_dir = vp_line_dir / pixel_size; float z_dir = z_end - z_begin; float w_dir = w_end - w_begin; // clip the line to the viewport edges float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x)); float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y)); float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x)); float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y)); float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y); line_dir *= line_clip; z_dir *= line_clip; w_dir *= line_clip; //clip z and w advance to line advance vec2 line_advance = normalize(line_dir); //down to pixel float step_size = length(line_advance) / length(line_dir); float z_advance = z_dir * step_size; // adapt z advance to line advance float w_advance = w_dir * step_size; // adapt w advance to line advance //make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) float advance_angle_adj = 1.0 / max(abs(line_advance.x), abs(line_advance.y)); line_advance *= advance_angle_adj; // adapt z advance to line advance z_advance *= advance_angle_adj; w_advance *= advance_angle_adj; vec2 pos = line_begin; float z = z_begin; float w = w_begin; float z_from = z / w; float z_to = z_from; float depth; vec2 prev_pos = pos; bool found = false; float steps_taken = 0.0; for (int i = 0; i < num_steps; i++) { pos += line_advance; z += z_advance; w += w_advance; //convert to linear depth depth = texture(source_depth, pos * pixel_size).r * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); #endif depth = -depth; z_from = z_to; z_to = z / w; if (depth > z_to) { //if depth was surpassed if (depth <= max(z_to, z_from) + depth_tolerance) { //check the depth tolerance found = true; } break; } steps_taken += 1.0; prev_pos = pos; } if (found) { float margin_blend = 1.0; vec2 margin = vec2((viewport_size.x + viewport_size.y) * 0.5 * 0.05); //make a uniform margin if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, viewport_size + margin)))) { //clip outside screen + margin frag_color = vec4(0.0); return; } { //blend fading out towards external margin vec2 margin_grad = mix(pos - viewport_size, -pos, lessThan(pos, vec2(0.0))); margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); //margin_blend=1.0; } vec2 final_pos; float grad; grad = steps_taken / float(num_steps); float initial_fade = curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), curve_fade_in); float fade = pow(clamp(1.0 - grad, 0.0, 1.0), distance_fade) * initial_fade; final_pos = pos; #ifdef REFLECT_ROUGHNESS vec4 final_color; //if roughness is enabled, do screen space cone tracing if (roughness > 0.001) { /////////////////////////////////////////////////////////////////////////////////////// //use a blurred version (in consecutive mipmaps) of the screen to simulate roughness float gloss = 1.0 - roughness; float cone_angle = roughness * M_PI * 0.5; vec2 cone_dir = final_pos - line_begin; float cone_len = length(cone_dir); cone_dir = normalize(cone_dir); //will be used normalized from now on float max_mipmap = filter_mipmap_levels - 1.0; float gloss_mult = gloss; float rem_alpha = 1.0; final_color = vec4(0.0); for (int i = 0; i < 7; i++) { float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle float radius; { //fit to sphere inside cone (sphere ends at end of cone), something like this: // ___ // \O/ // V // // as it avoids bleeding from beyond the reflection as much as possible. As a plus // it also makes the rough reflection more elongated. float a = op_len; float h = cone_len; float a2 = a * a; float fh2 = 4.0f * h * h; radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); } //find the place where screen must be sampled vec2 sample_pos = (line_begin + cone_dir * (cone_len - radius)) * pixel_size; //radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels float mipmap = clamp(log2(radius), 0.0, max_mipmap); //mipmap = max(mipmap-1.0,0.0); //do sampling vec4 sample_color; { sample_color = textureLod(source_diffuse, sample_pos, mipmap); } //multiply by gloss sample_color.rgb *= gloss_mult; sample_color.a = gloss_mult; rem_alpha -= sample_color.a; if (rem_alpha < 0.0) { sample_color.rgb *= (1.0 - abs(rem_alpha)); } final_color += sample_color; if (final_color.a >= 0.95) { // This code of accumulating gloss and aborting on near one // makes sense when you think of cone tracing. // Think of it as if roughness was 0, then we could abort on the first // iteration. For lesser roughness values, we need more iterations, but // each needs to have less influence given the sphere is smaller break; } cone_len -= radius * 2.0; //go to next (smaller) circle. gloss_mult *= gloss; } } else { final_color = textureLod(source_diffuse, final_pos * pixel_size, 0.0); } frag_color = vec4(final_color.rgb, fade * margin_blend); #else frag_color = vec4(textureLod(source_diffuse, final_pos * pixel_size, 0.0).rgb, fade * margin_blend); #endif } else { frag_color = vec4(0.0, 0.0, 0.0, 0.0); } }