97 lines
3.5 KiB
GLSL
97 lines
3.5 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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// Copies the previous scene color to the first mipmap.
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// Also outputs the current frame intersection depth
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#define USE_GBUFFER_EXTENSIONS
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/color_spaces.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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#pragma include "includes/transforms.inc.glsl"
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uniform sampler2D CombinedVelocity;
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uniform sampler2D Previous_PostAmbientScene;
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uniform sampler2D Previous_SceneDepth;
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#if HAVE_PLUGIN(color_correction)
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uniform samplerBuffer Exposure;
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#endif
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out vec4 result;
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void main() {
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vec2 texcoord = get_texcoord();
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vec2 velocity = textureLod(CombinedVelocity, texcoord, 0).xy;
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vec2 last_coord = texcoord + velocity;
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// Out of screen, can early out
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if (out_of_screen(last_coord)) {
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result = vec4(0);
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return;
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}
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float fade = 1.0;
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// Check if reprojected position matches
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float curr_depth = get_depth_at(texcoord);
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#if GET_SETTING(ssr, skip_invalid_samples)
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// Skip samples which are invalid due to a position change or due to being
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// occluded in the last frame.
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// TODO: Should probably use the 3x3 AABB for this, but might be too
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// performance heavy. I think this should work out well.
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vec3 curr_pos = calculate_surface_pos(curr_depth, texcoord);
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float last_depth = textureLod(Previous_SceneDepth, last_coord, 0).x;
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vec3 last_pos = calculate_surface_pos(last_depth, last_coord,
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MainSceneData.last_inv_view_proj_mat_no_jitter);
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if (distance(curr_pos, last_pos) > 0.9) {
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// fade = 0.0;
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}
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#endif
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vec3 intersected_color = textureLod(Previous_PostAmbientScene, last_coord, 0).xyz;
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#if HAVE_PLUGIN(color_correction)
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// Prevent super bright spots by clamping to a reasonable high color.
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// Otherwise very bright highlights lead to artifacts.
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// Since this heavily depends on the scene brightness, we base this on
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// the exposure. Basically the color is only allowed to be twice as bright
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// as the average screen brightness.
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float current_ev = 1.0 / texelFetch(Exposure, 0).x;
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intersected_color = clamp(intersected_color, 0.0, 2 * current_ev);
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#endif
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// Finally store the result in the mip-chain
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result = vec4(intersected_color, 1) * fade;
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}
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