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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.glsl557
1 files changed, 182 insertions, 375 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
index 66183e1bc02..11048a46f8e 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -6,32 +6,54 @@
#pragma BLENDER_REQUIRE(closure_eval_lib.glsl)
#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
-#pragma BLENDER_REQUIRE(ssr_lib.glsl)
-
-/* Based on Stochastic Screen Space Reflections
- * https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */
-
-#define MAX_MIP 9.0
+#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
+/* Based on:
+ * "Stochastic Screen Space Reflections"
+ * by Tomasz Stachowiak.
+ * https://www.ea.com/frostbite/news/stochastic-screen-space-reflections
+ * and
+ * "Stochastic all the things: raytracing in hybrid real-time rendering"
+ * by Tomasz Stachowiak.
+ * https://media.contentapi.ea.com/content/dam/ea/seed/presentations/dd18-seed-raytracing-in-hybrid-real-time-rendering.pdf
+ */
uniform ivec2 halfresOffset;
-ivec2 encode_hit_data(vec2 hit_pos, bool has_hit, bool is_planar)
+struct HitData {
+ /** Hit direction scaled by intersection time. */
+ vec3 hit_dir;
+ /** Screen space [0..1] depth of the reflection hit position, or -1.0 for planar reflections. */
+ float hit_depth;
+ /** Inverse probability of ray spawning in this direction. */
+ float ray_pdf_inv;
+ /** True if ray has hit valid geometry. */
+ bool is_hit;
+ /** True if ray was generated from a planar reflection probe. */
+ bool is_planar;
+};
+
+void encode_hit_data(HitData data, vec3 hit_sP, vec3 vP, out vec4 hit_data, out float hit_depth)
{
- ivec2 hit_data = ivec2(saturate(hit_pos) * 32767.0); /* 16bit signed int limit */
- hit_data.x *= (is_planar) ? -1 : 1;
- hit_data.y *= (has_hit) ? 1 : -1;
- return hit_data;
+ vec3 hit_vP = get_view_space_from_depth(hit_sP.xy, hit_sP.z);
+ hit_data.xyz = hit_vP - vP;
+ hit_depth = data.is_planar ? -1.0 : hit_sP.z;
+ /* Record 1.0 / pdf to reduce the computation in the resolve phase. */
+ /* Encode hit validity in sign. */
+ hit_data.w = data.ray_pdf_inv * ((data.is_hit) ? 1.0 : -1.0);
}
-vec2 decode_hit_data(vec2 hit_data, out bool has_hit, out bool is_planar)
+HitData decode_hit_data(vec4 hit_data, float hit_depth)
{
- is_planar = (hit_data.x < 0);
- has_hit = (hit_data.y > 0);
- vec2 hit_co = vec2(abs(hit_data)) / 32767.0; /* 16bit signed int limit */
- if (is_planar) {
- hit_co.x = 1.0 - hit_co.x;
- }
- return hit_co;
+ HitData data;
+ data.hit_dir.xyz = hit_data.xyz;
+ data.hit_depth = hit_depth;
+ data.is_planar = (hit_depth == -1.0);
+ data.ray_pdf_inv = abs(hit_data.w);
+ data.is_hit = (hit_data.w > 0.0);
+ return data;
}
#ifdef STEP_RAYTRACE
@@ -39,92 +61,67 @@ vec2 decode_hit_data(vec2 hit_data, out bool has_hit, out bool is_planar)
uniform sampler2D normalBuffer;
uniform sampler2D specroughBuffer;
-layout(location = 0) out ivec2 hitData;
-layout(location = 1) out float pdfData;
-
-void do_planar_ssr(
- int index, vec3 V, vec3 N, vec3 T, vec3 B, vec3 planeNormal, vec3 vP, float a2, vec4 rand)
+layout(location = 0) out vec4 hitData;
+layout(location = 1) out float hitDepth;
+
+void do_planar_ssr(int index,
+ vec3 vV,
+ vec3 vN,
+ vec3 vT,
+ vec3 vB,
+ vec3 viewPlaneNormal,
+ vec3 vP,
+ float alpha,
+ vec4 rand)
{
- float NH;
- vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */
- float 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.xzw * 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);
- }
-
- pdfData = min(1024e32, pdf); /* Theoretical limit of 16bit float */
+ float pdf;
+ /* Microfacet normal */
+ vec3 vH = sample_ggx(rand.xzw, alpha, vV, vN, vT, vB, pdf);
+ vec3 vR = reflect(-vV, vH);
+ vR = reflect(vR, viewPlaneNormal);
Ray ray;
ray.origin = vP;
- ray.direction = R * 1e16;
+ ray.direction = vR * 1e16;
RayTraceParameters params;
params.jitter = rand.y;
params.trace_quality = ssrQuality;
- params.roughness = a2;
+ params.roughness = alpha * alpha;
- vec3 hit_pos;
- bool hit = raytrace_planar(ray, params, index, hit_pos);
+ vec3 hit_sP;
+ HitData data;
+ data.is_planar = true;
+ data.ray_pdf_inv = safe_rcp(pdf);
+ data.is_hit = raytrace_planar(ray, params, index, hit_sP);
- hitData = encode_hit_data(hit_pos.xy, hit, true);
+ encode_hit_data(data, hit_sP, ray.origin, hitData, hitDepth);
}
-void do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 vP, float a2, vec4 rand)
+void do_ssr(vec3 vV, vec3 vN, vec3 vT, vec3 vB, vec3 vP, float alpha, vec4 rand)
{
- float NH;
+ float pdf;
/* Microfacet normal */
- vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH);
- vec3 R = reflect(-V, H);
-
- const float bad_ray_threshold = 0.01;
-
- vec3 vNg = safe_normalize(cross(dFdx(vP), dFdy(vP)));
-
- /* If ray is bad (i.e. going below the surface) regenerate. */
- if (dot(R, vNg) < bad_ray_threshold) {
- H = sample_ggx(rand.xzw * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH);
- R = reflect(-V, H);
- }
- if (dot(R, vNg) < bad_ray_threshold) {
- H = sample_ggx(rand.xzw * vec3(1.0, 1.0, -1.0), a2, N, T, B, NH);
- R = reflect(-V, H);
- }
- if (dot(R, vNg) < bad_ray_threshold) {
- H = sample_ggx(rand.xzw * vec3(1.0, -1.0, 1.0), a2, N, T, B, NH);
- R = reflect(-V, H);
- }
- if (dot(R, vNg) < bad_ray_threshold) {
- /* Not worth tracing. */
- return;
- }
-
- pdfData = min(1024e32, pdf_ggx_reflect(NH, a2)); /* Theoretical limit of 16bit float */
-
- vP = raytrace_offset(vP, vNg);
+ vec3 vH = sample_ggx(rand.xzw, alpha, vV, vN, vT, vB, pdf);
+ vec3 vR = reflect(-vV, vH);
Ray ray;
- ray.origin = vP;
- ray.direction = R * 1e16;
+ ray.origin = vP + vN * 1e-4;
+ ray.direction = vR * 1e16;
RayTraceParameters params;
params.thickness = ssrThickness;
params.jitter = rand.y;
params.trace_quality = ssrQuality;
- params.roughness = a2;
+ params.roughness = alpha * alpha;
- vec3 hit_pos;
- bool hit = raytrace(ray, params, true, hit_pos);
+ vec3 hit_sP;
+ HitData data;
+ data.is_planar = false;
+ data.ray_pdf_inv = safe_rcp(pdf);
+ data.is_hit = raytrace(ray, params, true, hit_sP);
- hitData = encode_hit_data(hit_pos.xy, hit, false);
+ encode_hit_data(data, hit_sP, ray.origin, hitData, hitDepth);
}
in vec4 uvcoordsvar;
@@ -132,11 +129,16 @@ in vec4 uvcoordsvar;
void main()
{
vec2 uvs = uvcoordsvar.xy;
- float depth = textureLod(depthBuffer, uvs, 0.0).r;
+ float depth = textureLod(maxzBuffer, uvs * hizUvScale.xy, 0.0).r;
+
+ HitData data;
+ data.is_planar = false;
+ data.ray_pdf_inv = 0.0;
+ data.is_hit = false;
+ data.hit_dir = vec3(0.0, 0.0, 0.0);
/* Default: not hits. */
- hitData = encode_hit_data(vec2(0.5), false, false);
- pdfData = 0.0;
+ encode_hit_data(data, data.hit_dir, data.hit_dir, hitData, hitDepth);
/* Early out */
/* We can't do discard because we don't clear the render target. */
@@ -161,8 +163,7 @@ void main()
}
float roughness = speccol_roughness.a;
- float roughnessSquared = max(1e-3, roughness * roughness);
- float a2 = roughnessSquared * roughnessSquared;
+ float alpha = max(1e-3, roughness * roughness);
/* Early out */
if (roughness > ssrMaxRoughness + 0.2) {
@@ -193,282 +194,107 @@ void main()
/* TODO optimize, use view space for all. */
vec3 tracePosition = line_plane_intersect(P, V, pd.pl_plane_eq);
tracePosition = transform_point(ViewMatrix, tracePosition);
- vec3 planeNormal = transform_direction(ViewMatrix, pd.pl_normal);
+ vec3 viewPlaneNormal = transform_direction(ViewMatrix, pd.pl_normal);
- do_planar_ssr(i, vV, vN, vT, vB, planeNormal, tracePosition, a2, rand);
+ do_planar_ssr(i, vV, vN, vT, vB, viewPlaneNormal, tracePosition, alpha, rand);
return;
}
}
- do_ssr(vV, vN, vT, vB, vP, a2, rand);
+ do_ssr(vV, vN, vT, vB, vP, alpha, rand);
}
#else /* STEP_RESOLVE */
-uniform sampler2D prevColorBuffer; /* previous frame */
+uniform sampler2D colorBuffer; /* previous frame */
uniform sampler2D normalBuffer;
uniform sampler2D specroughBuffer;
-
-uniform isampler2D hitBuffer;
-uniform sampler2D pdfBuffer;
-
-uniform int neighborOffset;
+uniform sampler2D hitBuffer;
+uniform sampler2D hitDepth;
in vec4 uvcoordsvar;
-const ivec2 neighbors[32] = ivec2[32](ivec2(0, 0),
- ivec2(1, 1),
- ivec2(-2, 0),
- ivec2(0, -2),
- ivec2(0, 0),
- ivec2(1, -1),
- ivec2(-2, 0),
- ivec2(0, 2),
- ivec2(0, 0),
- ivec2(-1, -1),
- ivec2(2, 0),
- ivec2(0, 2),
- ivec2(0, 0),
- ivec2(-1, 1),
- ivec2(2, 0),
- ivec2(0, -2),
-
- ivec2(0, 0),
- ivec2(2, 2),
- ivec2(-2, 2),
- ivec2(0, -1),
- ivec2(0, 0),
- ivec2(2, -2),
- ivec2(-2, -2),
- ivec2(0, 1),
- ivec2(0, 0),
- ivec2(-2, -2),
- ivec2(-2, 2),
- ivec2(1, 0),
- ivec2(0, 0),
- ivec2(2, 2),
- ivec2(2, -2),
- ivec2(-1, 0));
-
out vec4 fragColor;
-# 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;
-}
-
-float get_sample_depth(vec2 hit_co, bool is_planar, float planar_index)
+vec4 ssr_get_scene_color_and_mask(vec3 hit_vP, int planar_index, float mip)
{
- if (is_planar) {
- hit_co.x = 1.0 - hit_co.x;
- return textureLod(planarDepth, vec3(hit_co, planar_index), 0.0).r;
+ vec2 uv;
+ if (planar_index != -1) {
+ uv = get_uvs_from_view(hit_vP);
+ /* Planar X axis is flipped. */
+ uv.x = 1.0 - uv.x;
}
else {
- return textureLod(depthBuffer, hit_co, 0.0).r;
+ /* Find hit position in previous frame. */
+ /* TODO Combine matrices. */
+ vec3 hit_P = transform_point(ViewMatrixInverse, hit_vP);
+ /* TODO real reprojection with motion vectors, etc... */
+ uv = project_point(pastViewProjectionMatrix, hit_P).xy * 0.5 + 0.5;
}
-}
-vec3 get_hit_vector(vec3 hit_pos,
- PlanarData pd,
- vec3 P,
- vec3 N,
- vec3 V,
- bool is_planar,
- inout vec2 hit_co,
- inout float mask)
-{
- vec3 hit_vec;
-
- if (is_planar) {
- /* Reflect back the hit position to have it in non-reflected world space */
- vec3 trace_pos = line_plane_intersect(P, V, pd.pl_plane_eq);
- hit_vec = hit_pos - trace_pos;
- hit_vec = reflect(hit_vec, pd.pl_normal);
- /* Modify here so mip texel alignment is correct. */
- hit_co.x = 1.0 - hit_co.x;
+ vec3 color;
+ if (planar_index != -1) {
+ color = textureLod(probePlanars, vec3(uv, planar_index), mip).rgb;
}
else {
- /* Find hit position in previous frame. */
- hit_co = get_reprojected_reflection(hit_pos, P, N);
- hit_vec = hit_pos - P;
+ color = textureLod(colorBuffer, uv * hizUvScale.xy, mip).rgb;
}
- mask = screen_border_mask(hit_co);
- return hit_vec;
-}
+ /* Clamped brightness. */
+ float luma = brightness(color);
+ color *= 1.0 - max(0.0, luma - ssrFireflyFac) * safe_rcp(luma);
-vec3 get_scene_color(vec2 ref_uvs, float mip, float planar_index, bool is_planar)
-{
- if (is_planar) {
- return textureLod(probePlanars, vec3(ref_uvs, planar_index), mip).rgb;
- }
- else {
- return textureLod(prevColorBuffer, ref_uvs * hizUvScale.xy, mip).rgb;
- }
+ float mask = screen_border_mask(uv);
+ return vec4(color, mask);
}
-vec4 get_ssr_samples(vec4 hit_pdf,
- ivec4 hit_data[2],
- PlanarData pd,
- float planar_index,
- vec3 P,
- vec3 N,
- vec3 V,
- float roughnessSquared,
- float cone_tan,
- vec2 source_uvs,
- inout float weight_acc)
+void resolve_reflection_sample(int planar_index,
+ vec2 sample_uv,
+ vec3 vP,
+ vec3 vN,
+ vec3 vV,
+ float roughness_squared,
+ float cone_tan,
+ inout float weight_accum,
+ inout vec4 ssr_accum)
{
- bvec4 is_planar, has_hit;
- vec4 hit_co[2];
- hit_co[0].xy = decode_hit_data(hit_data[0].xy, has_hit.x, is_planar.x);
- hit_co[0].zw = decode_hit_data(hit_data[0].zw, has_hit.y, is_planar.y);
- hit_co[1].xy = decode_hit_data(hit_data[1].xy, has_hit.z, is_planar.z);
- hit_co[1].zw = decode_hit_data(hit_data[1].zw, has_hit.w, is_planar.w);
-
- /* TODO/FIXME(fclem) This is giving precision issues due to refined intersection. This is most
- * noticeable on rough surfaces. */
- vec4 hit_depth;
- hit_depth.x = get_sample_depth(hit_co[0].xy, is_planar.x, planar_index);
- hit_depth.y = get_sample_depth(hit_co[0].zw, is_planar.y, planar_index);
- hit_depth.z = get_sample_depth(hit_co[1].xy, is_planar.z, planar_index);
- hit_depth.w = get_sample_depth(hit_co[1].zw, is_planar.w, planar_index);
-
- /* Hit position in view space. */
- vec3 hit_view[4];
- hit_view[0] = get_view_space_from_depth(hit_co[0].xy, hit_depth.x);
- hit_view[1] = get_view_space_from_depth(hit_co[0].zw, hit_depth.y);
- hit_view[2] = get_view_space_from_depth(hit_co[1].xy, hit_depth.z);
- hit_view[3] = get_view_space_from_depth(hit_co[1].zw, hit_depth.w);
-
- vec4 homcoord = vec4(hit_view[0].z, hit_view[1].z, hit_view[2].z, hit_view[3].z);
- homcoord = ProjectionMatrix[2][3] * homcoord + ProjectionMatrix[3][3];
-
- /* Hit position in world space. */
- vec3 hit_pos[4];
- hit_pos[0] = transform_point(ViewMatrixInverse, hit_view[0]);
- hit_pos[1] = transform_point(ViewMatrixInverse, hit_view[1]);
- hit_pos[2] = transform_point(ViewMatrixInverse, hit_view[2]);
- hit_pos[3] = transform_point(ViewMatrixInverse, hit_view[3]);
-
- /* Get actual hit vector and hit coordinate (from last frame). */
- vec4 mask = vec4(1.0);
- hit_pos[0] = get_hit_vector(hit_pos[0], pd, P, N, V, is_planar.x, hit_co[0].xy, mask.x);
- hit_pos[1] = get_hit_vector(hit_pos[1], pd, P, N, V, is_planar.y, hit_co[0].zw, mask.y);
- hit_pos[2] = get_hit_vector(hit_pos[2], pd, P, N, V, is_planar.z, hit_co[1].xy, mask.z);
- hit_pos[3] = get_hit_vector(hit_pos[3], pd, P, N, V, is_planar.w, hit_co[1].zw, mask.w);
-
- vec4 hit_dist;
- hit_dist.x = length(hit_pos[0]);
- hit_dist.y = length(hit_pos[1]);
- hit_dist.z = length(hit_pos[2]);
- hit_dist.w = length(hit_pos[3]);
- hit_dist = max(vec4(1e-8), hit_dist);
-
- /* Normalize */
- hit_pos[0] /= hit_dist.x;
- hit_pos[1] /= hit_dist.y;
- hit_pos[2] /= hit_dist.z;
- hit_pos[3] /= hit_dist.w;
+ vec4 hit_data = texture(hitBuffer, sample_uv * ssrUvScale);
+ float hit_depth = texture(hitDepth, sample_uv * ssrUvScale).r;
+ HitData data = decode_hit_data(hit_data, hit_depth);
- /* Compute cone footprint in screen space. */
- vec4 cone_footprint = hit_dist * cone_tan;
- cone_footprint = ssrBrdfBias * 0.5 * cone_footprint *
- max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord;
+ float hit_dist = length(data.hit_dir);
- /* Estimate a cone footprint to sample a corresponding mipmap level. */
- vec4 mip = log2(cone_footprint * max_v2(vec2(textureSize(depthBuffer, 0))));
- mip = clamp(mip, 0.0, MAX_MIP);
+ /* Slide 54. */
+ float bsdf = bsdf_ggx(vN, data.hit_dir / hit_dist, vV, roughness_squared);
- /* Slide 54 */
- vec4 bsdf;
- bsdf.x = bsdf_ggx(N, hit_pos[0], V, roughnessSquared);
- bsdf.y = bsdf_ggx(N, hit_pos[1], V, roughnessSquared);
- bsdf.z = bsdf_ggx(N, hit_pos[2], V, roughnessSquared);
- bsdf.w = bsdf_ggx(N, hit_pos[3], V, roughnessSquared);
+ float weight = bsdf * data.ray_pdf_inv;
- vec4 weight = step(1e-8, hit_pdf) * bsdf / max(vec4(1e-8), hit_pdf);
+ /* Do not add light if ray has failed but still weight it. */
+ if (!data.is_hit || (planar_index == -1 && data.is_planar) ||
+ (planar_index != -1 && !data.is_planar)) {
+ weight_accum += weight;
+ return;
+ }
- vec3 sample[4];
- sample[0] = get_scene_color(hit_co[0].xy, mip.x, planar_index, is_planar.x);
- sample[1] = get_scene_color(hit_co[0].zw, mip.y, planar_index, is_planar.y);
- sample[2] = get_scene_color(hit_co[1].xy, mip.z, planar_index, is_planar.z);
- sample[3] = get_scene_color(hit_co[1].zw, mip.w, planar_index, is_planar.w);
+ vec3 hit_vP = vP + data.hit_dir;
- /* Clamped brightness. */
- vec4 luma;
- luma.x = brightness(sample[0]);
- luma.y = brightness(sample[1]);
- luma.z = brightness(sample[2]);
- luma.w = brightness(sample[3]);
- luma = max(vec4(1e-8), luma);
- luma = 1.0 - max(vec4(0.0), luma - ssrFireflyFac) / luma;
-
- sample[0] *= luma.x;
- sample[1] *= luma.y;
- sample[2] *= luma.z;
- sample[3] *= luma.w;
-
- /* Protection against NaNs in the history buffer.
- * This could be removed if some previous pass has already
- * sanitized the input. */
- if (any(isnan(sample[0]))) {
- sample[0] = vec3(0.0);
- weight.x = 0.0;
- }
- if (any(isnan(sample[1]))) {
- sample[1] = vec3(0.0);
- weight.y = 0.0;
- }
- if (any(isnan(sample[2]))) {
- sample[2] = vec3(0.0);
- weight.z = 0.0;
- }
- if (any(isnan(sample[3]))) {
- sample[3] = vec3(0.0);
- weight.w = 0.0;
- }
+ /* Compute cone footprint in screen space. */
+ float cone_footprint = hit_dist * cone_tan;
+ float homcoord = ProjectionMatrix[2][3] * hit_vP.z + ProjectionMatrix[3][3];
+ cone_footprint *= max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord;
+ cone_footprint *= ssrBrdfBias * 0.5;
+ /* Estimate a cone footprint to sample a corresponding mipmap level. */
+ float mip = log2(cone_footprint * max_v2(vec2(textureSize(specroughBuffer, 0))));
- weight_acc += sum(weight);
+ vec4 radiance_mask = ssr_get_scene_color_and_mask(hit_vP, planar_index, mip);
- /* Do not add light if ray has failed. */
- vec4 accum;
- accum = vec4(sample[0], mask.x) * weight.x * float(has_hit.x);
- accum += vec4(sample[1], mask.y) * weight.y * float(has_hit.y);
- accum += vec4(sample[2], mask.z) * weight.z * float(has_hit.z);
- accum += vec4(sample[3], mask.w) * weight.w * float(has_hit.w);
- return accum;
+ ssr_accum += radiance_mask * weight;
+ weight_accum += weight;
}
void raytrace_resolve(ClosureInputGlossy cl_in,
@@ -476,74 +302,55 @@ void raytrace_resolve(ClosureInputGlossy cl_in,
inout ClosureEvalCommon cl_common,
inout ClosureOutputGlossy cl_out)
{
-# ifdef FULLRES
- ivec2 texel = ivec2(gl_FragCoord.xy);
-# else
- ivec2 texel = ivec2(gl_FragCoord.xy / 2.0);
-# endif
- /* Using world space */
- vec3 V = cl_common.V;
- vec3 N = cl_in.N;
- vec3 P = cl_common.P;
-
float roughness = cl_in.roughness;
- float roughnessSquared = max(1e-3, sqr(roughness));
-
- /* 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, P).xy * 0.5 + 0.5;
vec4 ssr_accum = vec4(0.0);
float weight_acc = 0.0;
if (roughness < ssrMaxRoughness + 0.2) {
- /* TODO optimize with textureGather */
- /* Doing these fetches early to hide latency. */
- vec4 hit_pdf;
- hit_pdf.x = texelFetch(pdfBuffer, texel + neighbors[0 + neighborOffset], 0).r;
- hit_pdf.y = texelFetch(pdfBuffer, texel + neighbors[1 + neighborOffset], 0).r;
- hit_pdf.z = texelFetch(pdfBuffer, texel + neighbors[2 + neighborOffset], 0).r;
- hit_pdf.w = texelFetch(pdfBuffer, texel + neighbors[3 + neighborOffset], 0).r;
-
- ivec4 hit_data[2];
- hit_data[0].xy = texelFetch(hitBuffer, texel + neighbors[0 + neighborOffset], 0).rg;
- hit_data[0].zw = texelFetch(hitBuffer, texel + neighbors[1 + neighborOffset], 0).rg;
- hit_data[1].xy = texelFetch(hitBuffer, texel + neighbors[2 + neighborOffset], 0).rg;
- hit_data[1].zw = texelFetch(hitBuffer, texel + neighbors[3 + neighborOffset], 0).rg;
-
/* Find Planar Reflections affecting this pixel */
- PlanarData pd;
- float planar_index;
+ int planar_index = -1;
for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) {
- pd = planars_data[i];
-
- float fade = probe_attenuation_planar(pd, P);
- fade *= probe_attenuation_planar_normal_roughness(pd, N, 0.0);
-
+ float fade = probe_attenuation_planar(planars_data[i], cl_common.P);
+ fade *= probe_attenuation_planar_normal_roughness(planars_data[i], cl_in.N, 0.0);
if (fade > 0.5) {
- planar_index = float(i);
+ planar_index = i;
break;
}
}
- ssr_accum += get_ssr_samples(hit_pdf,
- hit_data,
- pd,
- planar_index,
- P,
- N,
- V,
- roughnessSquared,
- cone_tan,
- source_uvs,
- weight_acc);
+ vec3 V, P, N;
+ if (planar_index != -1) {
+ PlanarData pd = planars_data[planar_index];
+ /* Evaluate everything in refected space. */
+ P = line_plane_intersect(cl_common.P, cl_common.V, pd.pl_plane_eq);
+ V = reflect(cl_common.V, pd.pl_normal);
+ N = reflect(cl_in.N, pd.pl_normal);
+ }
+ else {
+ V = cl_common.V;
+ P = cl_common.P;
+ N = cl_in.N;
+ }
+
+ /* Using view space */
+ vec3 vV = transform_direction(ViewMatrix, cl_common.V);
+ vec3 vP = transform_point(ViewMatrix, cl_common.P);
+ vec3 vN = transform_direction(ViewMatrix, cl_in.N);
+
+ float roughness_squared = max(1e-3, sqr(roughness));
+ float cone_cos = cone_cosine(roughness_squared);
+ float cone_tan = sqrt(1.0 - cone_cos * cone_cos) / cone_cos;
+ cone_tan *= mix(saturate(dot(vN, -vV) * 2.0), 1.0, roughness); /* Elongation fit */
+
+ vec2 sample_uv = uvcoordsvar.xy;
+
+ resolve_reflection_sample(
+ planar_index, sample_uv, vP, vN, vV, roughness_squared, cone_tan, weight_acc, ssr_accum);
}
/* Compute SSR contribution */
- ssr_accum *= (weight_acc == 0.0) ? 0.0 : (1.0 / weight_acc);
+ ssr_accum *= safe_rcp(weight_acc);
/* fade between 0.5 and 1.0 roughness */
ssr_accum.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
@@ -555,13 +362,13 @@ CLOSURE_EVAL_FUNCTION_DECLARE_1(ssr_resolve, Glossy)
void main()
{
- ivec2 texel = ivec2(gl_FragCoord.xy);
- float depth = texelFetch(depthBuffer, texel, 0).r;
+ float depth = textureLod(maxzBuffer, uvcoordsvar.xy * hizUvScale.xy, 0.0).r;
if (depth == 1.0) {
discard;
}
+ ivec2 texel = ivec2(gl_FragCoord.xy);
vec4 speccol_roughness = texelFetch(specroughBuffer, texel, 0).rgba;
vec3 brdf = speccol_roughness.rgb;
float roughness = speccol_roughness.a;