MetaCoreEngineV2/rpplugins/ssr/shader/reflection_velocity.frag.glsl
2026-01-13 17:06:06 +08:00

93 lines
3.4 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
// Copies the reflection velocity vector
#define USE_GBUFFER_EXTENSIONS
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/color_spaces.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "includes/transforms.inc.glsl"
uniform sampler2D TraceResult;
out vec2 velocity;
void main() {
vec2 texcoord = get_texcoord();
// Get bilateral start coordinates
ivec2 coord = ivec2(gl_FragCoord.xy);
ivec2 bil_start_coord = get_bilateral_coord(coord);
float mid_depth = get_depth_at(texcoord);
// Find the position of the closest fragment
const int kernel_size = 0;
vec2 best_result = vec2(0);
float best_score = 0.0;
for (int i = -kernel_size; i < 2 + kernel_size; ++i) {
for (int j = -kernel_size; j < 2 + kernel_size; ++j) {
ivec2 source_coord = bil_start_coord + ivec2(i, j);
ivec2 screen_coord = source_coord * 2;
vec2 trace_result = texelFetch(TraceResult, source_coord, 0).xy;
float trace_depth = get_depth_at(screen_coord);
float trace_score = max(0.0, 1.0 - 10.0 * abs(trace_depth - mid_depth));
// Weight the sample, so that depths closer to the viewer have a greater weight.
// Also scale by the fade factor to make sure a sample is present
trace_score = (1 - trace_depth) * (trace_result.x > 1e-5 ? 1.0 : 0.0);
if (trace_score > best_score) {
best_result = trace_result;
best_score = trace_score;
}
}
}
// In case no sample was found, fall back to the current pixels coordinate
if (length_squared(best_result) < 1e-4) {
best_result = texcoord;
}
best_result = truncate_coordinate(best_result); // xxx
// Find depth of intersection
float intersection_depth = get_depth_at(best_result);
// Reconstruct last frame texcoord
vec2 film_offset_bias = MainSceneData.current_film_offset * vec2(1.0, 1.0 / ASPECT_RATIO);
vec3 pos = calculate_surface_pos(intersection_depth, texcoord - film_offset_bias);
vec4 last_proj = MainSceneData.last_view_proj_mat_no_jitter * vec4(pos, 1);
vec2 last_coord = fma(last_proj.xy / last_proj.w, vec2(0.5), vec2(0.5));
// Compute velocity
velocity = last_coord - texcoord;
}