#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; #ifdef COMPILE_REPROJECT_SSAO layout(location = 0) out vec4 reprojectionSSAOOutput4f; #ifdef COMPILE_REPROJECT_SSR layout(location = 1) out vec4 reprojectionReflectionOutput4f; layout(location = 2) out vec4 reprojectionHitVectorOutput4f; #endif #else layout(location = 0) out vec4 reprojectionReflectionOutput4f; layout(location = 1) out vec4 reprojectionHitVectorOutput4f; #endif uniform sampler2D u_gbufferDepthTexture; #ifdef COMPILE_REPROJECT_SSAO uniform sampler2D u_ssaoSampleTexture; // R: ssao history length // G: ssao value // B: pixel opacity // A: padding uniform sampler2D u_reprojectionSSAOInput4f; #endif #ifdef COMPILE_REPROJECT_SSR uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_gbufferMaterialTexture; // R: reflection R // G: reflection G // B: reflection B // A: current step uniform sampler2D u_reprojectionReflectionInput4f; // R: relative X of reflected pixel from origin // G: relative Y of reflected pixel from origin // B: relative Z of reflected pixel from origin // A: is reflected flag uniform sampler2D u_reprojectionHitVectorInput4f; uniform sampler2D u_lastFrameColorInput4f; uniform mat4 u_projectionMatrix4f; uniform mat4 u_inverseProjectionMatrix4f; uniform mat4 u_lastInverseProjMatrix4f; // matrix to transform view pos in old frame to view pos in current frame uniform mat4 u_reprojectionInverseViewMatrix4f; uniform mat4 u_viewToPreviousProjMatrix4f; #endif uniform sampler2D u_reprojectionDepthTexture; uniform mat4 u_inverseViewProjMatrix4f; uniform mat4 u_reprojectionMatrix4f; // x = near plane // y = far plane // z = near plane * 2 // w = far plane - near plane uniform vec4 u_nearFarPlane4f; uniform vec4 u_pixelAlignment4f; #define reprojDepthLimit 0.25 #define GET_LINEAR_DEPTH_FROM_VALUE(depthSample) (u_nearFarPlane4f.z / (u_nearFarPlane4f.y + u_nearFarPlane4f.x + (depthSample * 2.0 - 1.0) * u_nearFarPlane4f.w)) #define CREATE_DEPTH_MATRIX(matrix4fInput) mat4x2(matrix4fInput[0].zw,matrix4fInput[1].zw,matrix4fInput[2].zw,matrix4fInput[3].zw) void main() { vec2 v_position2f2 = (floor(v_position2f * u_pixelAlignment4f.xy) + 0.25) * (2.0 / u_pixelAlignment4f.zw); #ifdef COMPILE_REPROJECT_SSAO reprojectionSSAOOutput4f = vec4(0.0, 1.0, 0.0, 0.0); #endif #ifdef COMPILE_REPROJECT_SSR reprojectionReflectionOutput4f = vec4(0.0, 0.0, 0.0, 0.0); reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0); #endif float fragDepth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; if(fragDepth < 0.000001) { return; } vec4 fragClipSpacePos4f = vec4(v_position2f, fragDepth, 1.0) * 2.0 - 1.0; vec4 fragPos4f = u_inverseViewProjMatrix4f * fragClipSpacePos4f; fragPos4f.xyz /= fragPos4f.w; fragPos4f.w = 1.0; vec4 reprojPos4f = u_reprojectionMatrix4f * fragPos4f; vec4 reprojClipPos4f = vec4(reprojPos4f.xyz / reprojPos4f.w, 1.0); reprojPos4f = reprojClipPos4f; reprojPos4f.xyz *= 0.5; reprojPos4f.xyz += 0.5; reprojPos4f.xy = (floor(reprojPos4f.xy * u_pixelAlignment4f.zw) + 0.5) * (0.5 / u_pixelAlignment4f.xy); if(reprojPos4f.xy != clamp(reprojPos4f.xy, vec2(0.001), vec2(0.999)) || abs(GET_LINEAR_DEPTH_FROM_VALUE(textureLod(u_reprojectionDepthTexture, reprojPos4f.xy, 0.0).r) - GET_LINEAR_DEPTH_FROM_VALUE(reprojPos4f.z)) > reprojDepthLimit) { #ifdef COMPILE_REPROJECT_SSAO reprojectionSSAOOutput4f = vec4(0.01, textureLod(u_ssaoSampleTexture, v_position2f, 0.0).r, 1.0, 0.0); #endif #ifdef COMPILE_REPROJECT_SSR reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 50.0); #endif return; } #ifdef COMPILE_REPROJECT_SSAO vec4 reprojectionSSAOInput4f = textureLod(u_reprojectionSSAOInput4f, reprojPos4f.xy, 0.0); reprojectionSSAOInput4f.g = mix(textureLod(u_ssaoSampleTexture, v_position2f, 0.0).r, reprojectionSSAOInput4f.g, min(reprojectionSSAOInput4f.r * 10.0, 0.85)); reprojectionSSAOInput4f.r = min(reprojectionSSAOInput4f.r + 0.01, 1.0); reprojectionSSAOInput4f.b = 1.0; reprojectionSSAOOutput4f = reprojectionSSAOInput4f; #endif #ifdef COMPILE_REPROJECT_SSR vec4 materials = textureLod(u_gbufferMaterialTexture, v_position2f2, 0.0); float f = materials.g < 0.06 ? 1.0 : 0.0; f += materials.r < 0.5 ? 1.0 : 0.0; f += materials.a > 0.5 ? 1.0 : 0.0; if(f > 0.0) { return; } vec4 lastFrameHitVector4f = textureLod(u_reprojectionHitVectorInput4f, reprojPos4f.xy, 0.0); if(lastFrameHitVector4f.g <= 0.0) { reprojectionReflectionOutput4f = textureLod(u_reprojectionReflectionInput4f, reprojPos4f.xy, 0.0); reprojectionReflectionOutput4f.a = max(reprojectionReflectionOutput4f.a - 1.0, 1.0); reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, lastFrameHitVector4f.a); return; } reprojectionReflectionOutput4f = vec4(0.0, 0.0, 0.0, 1.0); lastFrameHitVector4f.g -= 0.0004; vec4 lastFrameFragPosView4f = u_lastInverseProjMatrix4f * vec4(reprojClipPos4f.xyz, 1.0); lastFrameFragPosView4f.xyz /= lastFrameFragPosView4f.w; lastFrameFragPosView4f.w = 1.0; vec4 lastFrameHitPos4f = vec4(lastFrameFragPosView4f.xyz + lastFrameHitVector4f.xyz, 1.0); vec4 thisFrameHitPos4f = u_reprojectionInverseViewMatrix4f * lastFrameHitPos4f; thisFrameHitPos4f.xyz /= thisFrameHitPos4f.w; thisFrameHitPos4f.w = 1.0; vec4 thisFrameHitPosProj4f = u_projectionMatrix4f * thisFrameHitPos4f; thisFrameHitPosProj4f.xyz /= thisFrameHitPosProj4f.w; thisFrameHitPosProj4f.w = 1.0; vec3 thisFrameHitPosProjTex3f = thisFrameHitPosProj4f.xyz * 0.5 + 0.5; if(thisFrameHitPosProjTex3f.xy != clamp(thisFrameHitPosProjTex3f.xy, vec2(0.001), vec2(0.999))) { return; } float fragDepthSample = textureLod(u_gbufferDepthTexture, thisFrameHitPosProjTex3f.xy, 0.0).r * 2.0 - 1.0; vec2 thisFrameHitPosProjDepthPos = CREATE_DEPTH_MATRIX(u_inverseProjectionMatrix4f) * vec4(thisFrameHitPosProj4f.xy, fragDepthSample, 1.0); thisFrameHitPosProjDepthPos.x /= thisFrameHitPosProjDepthPos.y; if(thisFrameHitPosProjDepthPos.x - thisFrameHitPos4f.z - 0.125 < 0.0) { return; } vec3 lastFrameHitPosNormal3f = textureLod(u_gbufferNormalTexture, thisFrameHitPosProjTex3f.xy, 0.0).rgb; lastFrameHitPosNormal3f *= 2.0; lastFrameHitPosNormal3f -= 1.0; vec3 currentNormal3f = textureLod(u_gbufferNormalTexture, v_position2f2, 0.0).xyz; currentNormal3f *= 2.0; currentNormal3f -= 1.0; vec4 fragPosView4f = u_inverseProjectionMatrix4f * fragClipSpacePos4f; fragPosView4f.xyz /= fragPosView4f.w; fragPosView4f.w = 1.0; vec3 rayOrigin = fragPosView4f.xyz; vec3 planePos = thisFrameHitPos4f.xyz; vec3 planeNormal = lastFrameHitPosNormal3f; vec3 newRayDirection = reflect(normalize(rayOrigin), currentNormal3f.xyz); float dist = dot(planeNormal, newRayDirection); if(dist > 0.9) { return; } dist = dot(planeNormal, planePos - rayOrigin) / dist; if(dist < 0.0) { return; } reprojectionHitVectorOutput4f = vec4(newRayDirection * dist, 1.0); reprojectionHitVectorOutput4f.y += 0.0004; thisFrameHitPosProj4f = u_viewToPreviousProjMatrix4f * vec4(rayOrigin + newRayDirection * dist, 1.0); thisFrameHitPosProj4f.xyz /= thisFrameHitPosProj4f.w; thisFrameHitPosProj4f.w = 1.0; thisFrameHitPosProjTex3f = thisFrameHitPosProj4f.xyz * 0.5 + 0.5; if(thisFrameHitPosProjTex3f.xy != clamp(thisFrameHitPosProjTex3f.xy, vec2(0.001), vec2(0.999))) { return; } fragDepthSample = textureLod(u_reprojectionDepthTexture, thisFrameHitPosProjTex3f.xy, 0.0).r * 2.0 - 1.0; vec2 thisFrameHitPosProjPos = CREATE_DEPTH_MATRIX(u_lastInverseProjMatrix4f) * thisFrameHitPosProj4f; thisFrameHitPosProjPos.x /= thisFrameHitPosProjPos.y; thisFrameHitPosProjDepthPos = CREATE_DEPTH_MATRIX(u_lastInverseProjMatrix4f) * vec4(thisFrameHitPosProj4f.xy, fragDepthSample, 1.0); thisFrameHitPosProjDepthPos.x /= thisFrameHitPosProjDepthPos.y; if(thisFrameHitPosProjDepthPos.x - thisFrameHitPosProjPos.x - 0.125 < 0.0) { reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0); return; } reprojectionReflectionOutput4f = vec4(textureLod(u_lastFrameColorInput4f, thisFrameHitPosProjTex3f.xy, 0.0).rgb, 0.0); #endif }