93 lines
3.4 KiB
GLSL
93 lines
3.4 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 reflection velocity vector
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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 TraceResult;
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out vec2 velocity;
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void main() {
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vec2 texcoord = get_texcoord();
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// Get bilateral start coordinates
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 bil_start_coord = get_bilateral_coord(coord);
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float mid_depth = get_depth_at(texcoord);
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// Find the position of the closest fragment
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const int kernel_size = 0;
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vec2 best_result = vec2(0);
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float best_score = 0.0;
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for (int i = -kernel_size; i < 2 + kernel_size; ++i) {
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for (int j = -kernel_size; j < 2 + kernel_size; ++j) {
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ivec2 source_coord = bil_start_coord + ivec2(i, j);
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ivec2 screen_coord = source_coord * 2;
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vec2 trace_result = texelFetch(TraceResult, source_coord, 0).xy;
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float trace_depth = get_depth_at(screen_coord);
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float trace_score = max(0.0, 1.0 - 10.0 * abs(trace_depth - mid_depth));
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// Weight the sample, so that depths closer to the viewer have a greater weight.
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// Also scale by the fade factor to make sure a sample is present
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trace_score = (1 - trace_depth) * (trace_result.x > 1e-5 ? 1.0 : 0.0);
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if (trace_score > best_score) {
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best_result = trace_result;
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best_score = trace_score;
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}
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}
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}
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// In case no sample was found, fall back to the current pixels coordinate
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if (length_squared(best_result) < 1e-4) {
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best_result = texcoord;
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}
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best_result = truncate_coordinate(best_result); // xxx
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// Find depth of intersection
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float intersection_depth = get_depth_at(best_result);
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// Reconstruct last frame texcoord
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vec2 film_offset_bias = MainSceneData.current_film_offset * vec2(1.0, 1.0 / ASPECT_RATIO);
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vec3 pos = calculate_surface_pos(intersection_depth, texcoord - film_offset_bias);
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vec4 last_proj = MainSceneData.last_view_proj_mat_no_jitter * vec4(pos, 1);
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vec2 last_coord = fma(last_proj.xy / last_proj.w, vec2(0.5), vec2(0.5));
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// Compute velocity
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velocity = last_coord - texcoord;
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}
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