forked from Rowland/EG
71 lines
2.3 KiB
GLSL
71 lines
2.3 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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#pragma include "includes/poisson_disk.inc.glsl"
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#pragma include "vxgi.inc.glsl"
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uniform sampler2D ShadedScene;
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uniform GBufferData GBuffer;
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out vec4 result;
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void main() {
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Material m = unpack_material(GBuffer);
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vec3 voxel_coord = worldspace_to_voxelspace(m.position);
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// Get view vector
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vec3 view_vector = normalize(MainSceneData.camera_pos - m.position);
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vec3 reflected_dir = reflect(-view_vector, m.normal);
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if (out_of_unit_box(voxel_coord))
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{
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result = textureLod(ScatteringIBLSpecular, reflected_dir, 7) * 0.5;
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return;
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}
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// Trace specular cone
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vec4 specular = trace_cone(
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voxel_coord,
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m.normal,
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reflected_dir,
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GET_SETTING(vxgi, specular_cone_steps),
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true,
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m.roughness * 0.17);
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// specular *= 0.1;
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// specular.xyz = pow(specular.xyz, vec3(2.2));
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// specular.xyz *= 0.01;
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// specular.xyz = specular.xyz / (1 - specular.xyz);
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specular.xyz = max(vec3(0.0), specular.xyz);
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result = specular;
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}
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