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authorCampbell Barton <ideasman42@gmail.com>2017-10-09 12:49:27 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-10-09 12:49:27 +0300
commita5b4b0f21c1ae8c96e4fea9abdcfac2fab1cf300 (patch)
tree0658d8bdfb8ec03652aa04f82ee8a4d243ec6370 /source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
parentd68f698cf0321477c0734474150eb4bc43c4e85f (diff)
parentabcda06934aba054de8540b66b13c2bbc5f8f515 (diff)
Merge branch '28' into custom-manipulatorscustom-manipulators
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl453
1 files changed, 453 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
new file mode 100644
index 00000000000..7a501964fae
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -0,0 +1,453 @@
+
+/* Based on Stochastic Screen Space Reflections
+ * https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */
+
+#ifndef UTIL_TEX
+#define UTIL_TEX
+uniform sampler2DArray utilTex;
+#endif /* UTIL_TEX */
+
+#define BRDF_BIAS 0.7
+#define MAX_MIP 9.0
+
+uniform float fireflyFactor;
+uniform float maxRoughness;
+
+#ifdef STEP_RAYTRACE
+
+uniform sampler2D normalBuffer;
+uniform sampler2D specroughBuffer;
+
+uniform int planar_count;
+uniform float noiseOffset;
+
+layout(location = 0) out vec4 hitData0;
+layout(location = 1) out vec4 hitData1;
+layout(location = 2) out vec4 hitData2;
+layout(location = 3) out vec4 hitData3;
+
+vec4 do_planar_ssr(int index, vec3 V, vec3 N, vec3 T, vec3 B, vec3 planeNormal, vec3 viewPosition, float a2, vec3 rand, float ofs)
+{
+ float pdf, NH;
+ float jitter = fract(rand.x + ofs);
+
+ /* Importance sampling bias */
+ rand.x = mix(rand.x, 0.0, BRDF_BIAS);
+
+ vec3 H = sample_ggx(rand, a2, N, T, B, NH); /* Microfacet normal */
+ pdf = pdf_ggx_reflect(NH, a2);
+
+ vec3 R = reflect(-V, H);
+ R = reflect(R, planeNormal);
+
+ /* If ray is bad (i.e. going below the plane) regenerate. */
+ if (dot(R, planeNormal) > 0.0) {
+ vec3 H = sample_ggx(rand * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH); /* Microfacet normal */
+ pdf = pdf_ggx_reflect(NH, a2);
+
+ R = reflect(-V, H);
+ R = reflect(R, planeNormal);
+ }
+
+ pdf = min(1024e32, pdf); /* Theoretical limit of 16bit float */
+ pdf *= -1.0; /* Tag as planar ray. */
+
+ /* Since viewspace hit position can land behind the camera in this case,
+ * we save the reflected view position (visualize it as the hit position
+ * below the reflection plane). This way it's garanted that the hit will
+ * be in front of the camera. That let us tag the bad rays with a negative
+ * sign in the Z component. */
+ vec3 hit_pos = raycast(index, viewPosition, R * 1e16, 1e16, jitter, ssrQuality, a2);
+
+ return vec4(hit_pos, pdf);
+}
+
+vec4 do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 viewPosition, float a2, vec3 rand, float ofs)
+{
+ float pdf, NH;
+ float jitter = fract(rand.x + ofs);
+
+ /* Importance sampling bias */
+ rand.x = mix(rand.x, 0.0, BRDF_BIAS);
+
+ vec3 H = sample_ggx(rand, a2, N, T, B, NH); /* Microfacet normal */
+ pdf = pdf_ggx_reflect(NH, a2);
+
+ vec3 R = reflect(-V, H);
+ pdf = min(1024e32, pdf); /* Theoretical limit of 16bit float */
+
+ vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, jitter, ssrQuality, a2);
+
+ return vec4(hit_pos, pdf);
+}
+
+void main()
+{
+#ifdef FULLRES
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
+ ivec2 halfres_texel = fullres_texel;
+#else
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2;
+ ivec2 halfres_texel = ivec2(gl_FragCoord.xy);
+#endif
+
+ float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
+
+ /* Early out */
+ if (depth == 1.0)
+ discard;
+
+ vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
+#ifndef FULLRES
+ uvs *= 2.0;
+#endif
+
+ /* Using view space */
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth);
+ vec3 V = viewCameraVec;
+ vec3 N = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, V);
+
+ /* Retrieve pixel data */
+ vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
+
+ /* Early out */
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ discard;
+
+ float roughness = speccol_roughness.a;
+ float roughnessSquared = max(1e-3, roughness * roughness);
+ float a2 = roughnessSquared * roughnessSquared;
+
+ if (roughness > maxRoughness + 0.2) {
+ hitData0 = hitData1 = hitData2 = hitData3 = vec4(0.0);
+ return;
+ }
+
+ vec3 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0).rba;
+
+ vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
+ vec3 wN = transform_direction(ViewMatrixInverse, N);
+
+ vec3 T, B;
+ make_orthonormal_basis(N, T, B); /* Generate tangent space */
+
+ /* Planar Reflections */
+ for (int i = 0; i < MAX_PLANAR && i < planar_count; ++i) {
+ PlanarData pd = planars_data[i];
+
+ float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0);
+
+ if (fade > 0.5) {
+ /* Find view vector / reflection plane intersection. */
+ /* TODO optimize, use view space for all. */
+ vec3 tracePosition = line_plane_intersect(worldPosition, cameraVec, pd.pl_plane_eq);
+ tracePosition = transform_point(ViewMatrix, tracePosition);
+ vec3 planeNormal = transform_direction(ViewMatrix, pd.pl_normal);
+
+ hitData0 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand, 0.0);
+#if (RAY_COUNT > 1)
+ hitData1 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 2)
+ hitData2 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 3)
+ hitData3 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 / float(RAY_COUNT));
+#endif
+ return;
+ }
+ }
+
+ /* TODO : Raytrace together if textureGather is supported. */
+ hitData0 = do_ssr(V, N, T, B, viewPosition, a2, rand, 0.0);
+#if (RAY_COUNT > 1)
+ hitData1 = do_ssr(V, N, T, B, viewPosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 2)
+ hitData2 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 3)
+ hitData3 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 / float(RAY_COUNT));
+#endif
+}
+
+#else /* STEP_RESOLVE */
+
+uniform sampler2D prevColorBuffer; /* previous frame */
+uniform sampler2D normalBuffer;
+uniform sampler2D specroughBuffer;
+
+uniform sampler2D hitBuffer0;
+uniform sampler2D hitBuffer1;
+uniform sampler2D hitBuffer2;
+uniform sampler2D hitBuffer3;
+
+uniform int probe_count;
+uniform int planar_count;
+
+uniform mat4 PastViewProjectionMatrix;
+
+out vec4 fragColor;
+
+void fallback_cubemap(vec3 N, vec3 V, vec3 W, vec3 viewPosition, float roughness, float roughnessSquared, inout vec4 spec_accum)
+{
+ /* Specular probes */
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, 1.0, rand.rg, bent_normal);
+ final_ao = specular_occlusion(dot(N, V), final_ao, roughness);
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
+
+ float fade = probe_attenuation_cube(cd, W);
+
+ if (fade > 0.0) {
+ vec3 spec = final_ao * probe_evaluate_cube(float(i), cd, W, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* World Specular */
+ if (spec_accum.a < 0.999) {
+ vec3 spec = final_ao * probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+ }
+}
+
+#if 0 /* Finish reprojection with motion vectors */
+vec3 get_motion_vector(vec3 pos)
+{
+}
+
+/* http://bitsquid.blogspot.fr/2017/06/reprojecting-reflections_22.html */
+vec3 find_reflection_incident_point(vec3 cam, vec3 hit, vec3 pos, vec3 N)
+{
+ float d_cam = point_plane_projection_dist(cam, pos, N);
+ float d_hit = point_plane_projection_dist(hit, pos, N);
+
+ if (d_hit < d_cam) {
+ /* Swap */
+ float tmp = d_cam;
+ d_cam = d_hit;
+ d_hit = tmp;
+ }
+
+ vec3 proj_cam = cam - (N * d_cam);
+ vec3 proj_hit = hit - (N * d_hit);
+
+ return (proj_hit - proj_cam) * d_cam / (d_cam + d_hit) + proj_cam;
+}
+#endif
+
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
+vec2 get_reprojected_reflection(vec3 hit, vec3 pos, vec3 N)
+{
+ /* TODO real reprojection with motion vectors, etc... */
+ return project_point(PastViewProjectionMatrix, hit).xy * 0.5 + 0.5;
+}
+
+vec4 get_ssr_sample(
+ sampler2D hitBuffer, PlanarData pd, float planar_index, vec3 worldPosition, vec3 N, vec3 V, float roughnessSquared,
+ float cone_tan, vec2 source_uvs, vec2 texture_size, ivec2 target_texel,
+ inout float weight_acc)
+{
+ vec4 hit_co_pdf = texelFetch(hitBuffer, target_texel, 0).rgba;
+ bool has_hit = (hit_co_pdf.z > 0.0);
+ bool is_planar = (hit_co_pdf.w < 0.0);
+ hit_co_pdf.z = abs(hit_co_pdf.z);
+ hit_co_pdf.w = abs(hit_co_pdf.w);
+
+ /* Hit position in world space. */
+ hit_co_pdf.xyz = get_view_space_from_depth(hit_co_pdf.xy, hit_co_pdf.z);
+ vec3 hit_pos = transform_point(ViewMatrixInverse, hit_co_pdf.xyz);
+
+ vec2 ref_uvs;
+ vec3 hit_vec;
+ float mask = 1.0;
+ if (is_planar) {
+ /* Reflect back the hit position to have it in non-reflected world space */
+ vec3 trace_pos = line_plane_intersect(worldPosition, V, pd.pl_plane_eq);
+ hit_vec = hit_pos - trace_pos;
+ hit_vec = reflect(hit_vec, pd.pl_normal);
+ ref_uvs = project_point(ProjectionMatrix, hit_co_pdf.xyz).xy * 0.5 + 0.5;
+ }
+ else {
+ /* Find hit position in previous frame. */
+ ref_uvs = get_reprojected_reflection(hit_pos, worldPosition, N);
+ hit_vec = hit_pos - worldPosition;
+ mask = screen_border_mask(gl_FragCoord.xy / texture_size);
+ }
+ mask = min(mask, screen_border_mask(ref_uvs));
+ mask *= float(has_hit);
+
+ float hit_dist = max(1e-8, length(hit_vec));
+ vec3 L = hit_vec / hit_dist;
+
+ float cone_footprint = hit_dist * cone_tan;
+
+ /* Compute cone footprint in screen space. */
+ float homcoord = ProjectionMatrix[2][3] * hit_co_pdf.z + ProjectionMatrix[3][3];
+ cone_footprint = BRDF_BIAS * 0.5 * cone_footprint * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord;
+
+ /* Estimate a cone footprint to sample a corresponding mipmap level. */
+ float mip = clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP);
+
+ /* Correct UVs for mipmaping mis-alignment */
+ ref_uvs *= mip_ratio_interp(mip);
+
+ /* Slide 54 */
+ float bsdf = bsdf_ggx(N, L, V, roughnessSquared);
+ float weight = step(1e-8, hit_co_pdf.w) * bsdf / max(1e-8, hit_co_pdf.w);
+ weight_acc += weight;
+
+ vec3 sample;
+ if (is_planar) {
+ sample = textureLod(probePlanars, vec3(ref_uvs, planar_index), mip).rgb;
+ }
+ else {
+ sample = textureLod(prevColorBuffer, ref_uvs, mip).rgb;
+ }
+
+ /* Clamped brightness. */
+ float luma = max(1e-8, brightness(sample));
+ sample *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
+
+ /* Do not add light if ray has failed. */
+ sample *= float(has_hit);
+
+ /* Protection against NaNs in the history buffer.
+ * This could be removed if some previous pass has already
+ * sanitized the input. */
+ if (any(isnan(sample))) {
+ sample = vec3(0.0);
+ weight = 0.0;
+ }
+
+ return vec4(sample, mask) * weight;
+}
+
+#define NUM_NEIGHBORS 4
+
+void main()
+{
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
+#ifdef FULLRES
+ ivec2 halfres_texel = fullres_texel;
+#else
+ ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
+#endif
+ vec2 texture_size = vec2(textureSize(depthBuffer, 0));
+ vec2 uvs = gl_FragCoord.xy / texture_size;
+ vec3 rand = texelFetch(utilTex, ivec3(fullres_texel % LUT_SIZE, 2), 0).rba;
+
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+
+ /* Early out */
+ if (depth == 1.0)
+ discard;
+
+ /* Using world space */
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */
+ vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
+ vec3 V = cameraVec;
+ vec3 vN = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, viewCameraVec);
+ vec3 N = transform_direction(ViewMatrixInverse, vN);
+ vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
+
+ /* Early out */
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ discard;
+
+ /* Find Planar Reflections affecting this pixel */
+ PlanarData pd;
+ float planar_index;
+ for (int i = 0; i < MAX_PLANAR && i < planar_count; ++i) {
+ pd = planars_data[i];
+
+ float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0);
+
+ if (fade > 0.5) {
+ planar_index = float(i);
+ break;
+ }
+ }
+
+ float roughness = speccol_roughness.a;
+ float roughnessSquared = max(1e-3, roughness * roughness);
+
+ vec4 spec_accum = vec4(0.0);
+
+ /* Resolve SSR */
+ float cone_cos = cone_cosine(roughnessSquared);
+ float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
+ cone_tan *= mix(saturate(dot(N, -V) * 2.0), 1.0, roughness); /* Elongation fit */
+
+ vec2 source_uvs = project_point(PastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5;
+
+ vec4 ssr_accum = vec4(0.0);
+ float weight_acc = 0.0;
+ const ivec2 neighbors[9] = ivec2[9](
+ ivec2(0, 0),
+
+ ivec2(0, 1),
+ ivec2(-1, -1), ivec2(1, -1),
+
+ ivec2(-1, 1), ivec2(1, 1),
+ ivec2(0, -1),
+
+ ivec2(-1, 0), ivec2(1, 0)
+ );
+ ivec2 invert_neighbor;
+ invert_neighbor.x = ((fullres_texel.x & 0x1) == 0) ? 1 : -1;
+ invert_neighbor.y = ((fullres_texel.y & 0x1) == 0) ? 1 : -1;
+
+ if (roughness < maxRoughness + 0.2) {
+ for (int i = 0; i < NUM_NEIGHBORS; i++) {
+ ivec2 target_texel = halfres_texel + neighbors[i] * invert_neighbor;
+
+ ssr_accum += get_ssr_sample(hitBuffer0, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs,
+ texture_size, target_texel, weight_acc);
+#if (RAY_COUNT > 1)
+ ssr_accum += get_ssr_sample(hitBuffer1, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs,
+ texture_size, target_texel, weight_acc);
+#endif
+#if (RAY_COUNT > 2)
+ ssr_accum += get_ssr_sample(hitBuffer2, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs,
+ texture_size, target_texel, weight_acc);
+#endif
+#if (RAY_COUNT > 3)
+ ssr_accum += get_ssr_sample(hitBuffer3, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs,
+ texture_size, target_texel, weight_acc);
+#endif
+ }
+ }
+
+ /* Compute SSR contribution */
+ if (weight_acc > 0.0) {
+ ssr_accum /= weight_acc;
+ /* fade between 0.5 and 1.0 roughness */
+ ssr_accum.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness);
+ accumulate_light(ssr_accum.rgb, ssr_accum.a, spec_accum);
+ }
+
+ /* If SSR contribution is not 1.0, blend with cubemaps */
+ if (spec_accum.a < 1.0) {
+ fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
+ }
+
+ fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0);
+}
+
+#endif