#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; }