#define MAX_STEP 256 float sample_depth(vec2 uv, int index, float lod) { #ifdef PLANAR_PROBE_RAYTRACE if (index > -1) { return textureLod(planarDepth, vec3(uv, index), 0.0).r; } else { #endif /* Correct UVs for mipmaping mis-alignment */ uv *= mipRatio[int(lod) + hizMipOffset]; return textureLod(maxzBuffer, uv, lod).r; #ifdef PLANAR_PROBE_RAYTRACE } #endif } vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod) { vec4 depths; #ifdef PLANAR_PROBE_RAYTRACE if (index > -1) { depths.x = textureLod(planarDepth, vec3(uv1.xy, index), 0.0).r; depths.y = textureLod(planarDepth, vec3(uv1.zw, index), 0.0).r; depths.z = textureLod(planarDepth, vec3(uv2.xy, index), 0.0).r; depths.w = textureLod(planarDepth, vec3(uv2.zw, index), 0.0).r; } else { #endif depths.x = textureLod(maxzBuffer, uv1.xy, lod).r; depths.y = textureLod(maxzBuffer, uv1.zw, lod).r; depths.z = textureLod(maxzBuffer, uv2.xy, lod).r; depths.w = textureLod(maxzBuffer, uv2.zw, lod).r; #ifdef PLANAR_PROBE_RAYTRACE } #endif return depths; } float refine_isect(float prev_delta, float curr_delta) { /** * Simplification of 2D intersection : * r0 = (0.0, prev_ss_ray.z); * r1 = (1.0, curr_ss_ray.z); * d0 = (0.0, prev_hit_depth_sample); * d1 = (1.0, curr_hit_depth_sample); * vec2 r = r1 - r0; * vec2 d = d1 - d0; * vec2 isect = ((d * cross(r1, r0)) - (r * cross(d1, d0))) / cross(r,d); * * We only want isect.x to know how much stride we need. So it simplifies : * * isect_x = (cross(r1, r0) - cross(d1, d0)) / cross(r,d); * isect_x = (prev_ss_ray.z - prev_hit_depth_sample.z) / cross(r,d); */ return saturate(prev_delta / (prev_delta - curr_delta)); } void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, int index, out vec4 ss_step, out vec4 ss_ray, out float max_time) { /* Negate the ray direction if it goes towards the camera. * This way we don't need to care if the projected point * is behind the near plane. */ float z_sign = -sign(ray_dir.z); vec3 ray_end = ray_origin + z_sign * ray_dir; /* Project into screen space. */ vec4 ss_start, ss_end; ss_start.xyz = project_point(ProjectionMatrix, ray_origin); ss_end.xyz = project_point(ProjectionMatrix, ray_end); /* We interpolate the ray Z + thickness values to check if depth is within threshold. */ ray_origin.z -= thickness; ray_end.z -= thickness; ss_start.w = project_point(ProjectionMatrix, ray_origin).z; ss_end.w = project_point(ProjectionMatrix, ray_end).z; /* XXX This is a hack. A better method is welcome! */ /* We take the delta between the offsetted depth and the depth and subtract it from the ray * depth. This will change the world space thickness appearance a bit but we can have negative * values without worries. We cannot do this in viewspace because of the perspective division. */ ss_start.w = 2.0 * ss_start.z - ss_start.w; ss_end.w = 2.0 * ss_end.z - ss_end.w; ss_step = ss_end - ss_start; max_time = length(ss_step.xyz); ss_step = z_sign * ss_step / length(ss_step.xyz); /* If the line is degenerate, make it cover at least one pixel * to not have to handle zero-pixel extent as a special case later */ ss_step.xy += vec2((dot(ss_step.xy, ss_step.xy) < 0.00001) ? 0.001 : 0.0); /* Make ss_step cover one pixel. */ ss_step /= max(abs(ss_step.x), abs(ss_step.y)); ss_step *= (abs(ss_step.x) > abs(ss_step.y)) ? ssrPixelSize.x : ssrPixelSize.y; /* Clip to segment's end. */ max_time /= length(ss_step.xyz); /* Clipping to frustum sides. */ max_time = min(max_time, line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz)); /* Convert to texture coords. Z component included * since this is how it's stored in the depth buffer. * 4th component how far we are on the ray */ #ifdef PLANAR_PROBE_RAYTRACE /* Planar Reflections have X mirrored. */ vec2 m = (index > -1) ? vec2(-0.5, 0.5) : vec2(0.5); #else const vec2 m = vec2(0.5); #endif ss_ray = ss_start * m.xyyy + 0.5; ss_step *= m.xyyy; /* take the center of the texel. */ // ss_ray.xy += sign(ss_ray.xy) * m * ssrPixelSize * (1.0 + hizMipOffset); } /* See times_and_deltas. */ #define curr_time times_and_deltas.x #define prev_time times_and_deltas.y #define curr_delta times_and_deltas.z #define prev_delta times_and_deltas.w // #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */ /* Return the hit position, and negate the z component (making it positive) if not hit occurred. */ /* __ray_dir__ is the ray direction premultiplied by it's maximum length */ vec3 raycast(int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter, float trace_quality, float roughness, const bool discard_backface) { vec4 ss_step, ss_start; float max_time; prepare_raycast(ray_origin, ray_dir, thickness, index, ss_step, ss_start, max_time); float max_trace_time = max(0.01, max_time - 0.01); #ifdef GROUPED_FETCHES ray_jitter *= 0.25; #endif /* x : current_time, y: previous_time, z: current_delta, w: previous_delta */ vec4 times_and_deltas = vec4(0.0); float ray_time = 0.0; float depth_sample = sample_depth(ss_start.xy, index, 0.0); curr_delta = depth_sample - ss_start.z; float lod_fac = saturate(fast_sqrt(roughness) * 2.0 - 0.4); bool hit = false; float iter; for (iter = 1.0; !hit && (ray_time < max_time) && (iter < MAX_STEP); iter++) { /* Minimum stride of 2 because we are using half res minmax zbuffer. */ float stride = max(1.0, iter * trace_quality) * 2.0; float lod = log2(stride * 0.5 * trace_quality) * lod_fac; ray_time += stride; /* Save previous values. */ times_and_deltas.xyzw = times_and_deltas.yxwz; #ifdef GROUPED_FETCHES stride *= 4.0; vec4 jit_stride = mix(vec4(2.0), vec4(stride), vec4(0.0, 0.25, 0.5, 0.75) + ray_jitter); vec4 times = min(vec4(ray_time) + jit_stride, vec4(max_trace_time)); vec4 uv1 = ss_start.xyxy + ss_step.xyxy * times.xxyy; vec4 uv2 = ss_start.xyxy + ss_step.xyxy * times.zzww; vec4 depth_samples = sample_depth_grouped(uv1, uv2, index, lod); vec4 ray_z = ss_start.zzzz + ss_step.zzzz * times.xyzw; vec4 ray_w = ss_start.wwww + ss_step.wwww * vec4(prev_time, times.xyz); vec4 deltas = depth_samples - ray_z; /* Same as component wise (curr_delta <= 0.0) && (prev_w <= depth_sample). */ bvec4 test = equal(step(deltas, vec4(0.0)) * step(ray_w, depth_samples), vec4(1.0)); hit = any(test); if (hit) { vec2 m = vec2(1.0, 0.0); /* Mask */ vec4 ret_times_and_deltas = times.wzzz * m.xxyy + deltas.wwwz * m.yyxx; ret_times_and_deltas = (test.z) ? times.zyyy * m.xxyy + deltas.zzzy * m.yyxx : ret_times_and_deltas; ret_times_and_deltas = (test.y) ? times.yxxx * m.xxyy + deltas.yyyx * m.yyxx : ret_times_and_deltas; times_and_deltas = (test.x) ? times.xxxx * m.xyyy + deltas.xxxx * m.yyxy + times_and_deltas.yyww * m.yxyx : ret_times_and_deltas; depth_sample = depth_samples.w; depth_sample = (test.z) ? depth_samples.z : depth_sample; depth_sample = (test.y) ? depth_samples.y : depth_sample; depth_sample = (test.x) ? depth_samples.x : depth_sample; } else { curr_time = times.w; curr_delta = deltas.w; } #else float jit_stride = mix(2.0, stride, ray_jitter); curr_time = min(ray_time + jit_stride, max_trace_time); vec4 ss_ray = ss_start + ss_step * curr_time; depth_sample = sample_depth(ss_ray.xy, index, lod); float prev_w = ss_start.w + ss_step.w * prev_time; curr_delta = depth_sample - ss_ray.z; hit = (curr_delta <= 0.0) && (prev_w <= depth_sample); #endif } if (discard_backface) { /* Discard backface hits */ hit = hit && (prev_delta > 0.0); } /* Reject hit if background. */ hit = hit && (depth_sample != 1.0); curr_time = (hit) ? mix(prev_time, curr_time, refine_isect(prev_delta, curr_delta)) : curr_time; ray_time = (hit) ? curr_time : ray_time; /* Clip to frustum. */ ray_time = max(0.001, min(ray_time, max_time - 1.5)); vec4 ss_ray = ss_start + ss_step * ray_time; /* Tag Z if ray failed. */ ss_ray.z *= (hit) ? 1.0 : -1.0; return ss_ray.xyz; } float screen_border_mask(vec2 hit_co) { const float margin = 0.003; float atten = ssrBorderFac + margin; /* Screen percentage */ hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co)); float screenfade = hit_co.x * hit_co.y; return screenfade; }