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

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