mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
eac4c984df
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
319 lines
8.0 KiB
GLSL
319 lines
8.0 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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layout(location=4) in vec2 uv_in;
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out vec2 uv_interp;
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out vec2 pos_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vertex_attrib;
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pos_interp.xy=gl_Position.xy;
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}
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[fragment]
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in vec2 uv_interp;
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in vec2 pos_interp;
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uniform sampler2D source_diffuse; //texunit:0
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uniform sampler2D source_normal_roughness; //texunit:1
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uniform sampler2D source_depth; //texunit:2
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uniform float camera_z_near;
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uniform float camera_z_far;
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uniform vec2 viewport_size;
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uniform vec2 pixel_size;
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uniform float filter_mipmap_levels;
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uniform mat4 inverse_projection;
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uniform mat4 projection;
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uniform int num_steps;
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uniform float depth_tolerance;
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uniform float distance_fade;
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uniform float curve_fade_in;
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layout(location = 0) out vec4 frag_color;
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vec2 view_to_screen(vec3 view_pos,out float w) {
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vec4 projected = projection * vec4(view_pos, 1.0);
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projected.xyz /= projected.w;
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projected.xy = projected.xy * 0.5 + 0.5;
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w=projected.w;
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return projected.xy;
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}
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#define M_PI 3.14159265359
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void main() {
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////
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vec4 diffuse = texture( source_diffuse, uv_interp );
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vec4 normal_roughness = texture( source_normal_roughness, uv_interp);
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vec3 normal;
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normal = normal_roughness.xyz*2.0-1.0;
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float roughness = normal_roughness.w;
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float depth_tex = texture(source_depth,uv_interp).r;
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vec4 world_pos = inverse_projection * vec4( uv_interp*2.0-1.0, depth_tex*2.0-1.0, 1.0 );
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vec3 vertex = world_pos.xyz/world_pos.w;
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vec3 view_dir = normalize(vertex);
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vec3 ray_dir = normalize(reflect(view_dir, normal));
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if (dot(ray_dir,normal)<0.001) {
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frag_color=vec4(0.0);
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return;
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}
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//ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
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//ray_dir = normalize(vec3(1,1,-1));
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////////////////
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//make ray length and clip it against the near plane (don't want to trace beyond visible)
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float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far;
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vec3 ray_end = vertex + ray_dir*ray_len;
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float w_begin;
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vec2 vp_line_begin = view_to_screen(vertex,w_begin);
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float w_end;
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vec2 vp_line_end = view_to_screen( ray_end, w_end);
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vec2 vp_line_dir = vp_line_end-vp_line_begin;
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//we need to interpolate w along the ray, to generate perspective correct reflections
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w_begin = 1.0/w_begin;
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w_end = 1.0/w_end;
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float z_begin = vertex.z*w_begin;
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float z_end = ray_end.z*w_end;
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vec2 line_begin = vp_line_begin/pixel_size;
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vec2 line_dir = vp_line_dir/pixel_size;
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float z_dir = z_end - z_begin;
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float w_dir = w_end - w_begin;
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// clip the line to the viewport edges
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float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x));
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float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y));
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float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x));
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float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y));
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float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y);
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line_dir *= line_clip;
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z_dir *= line_clip;
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w_dir *=line_clip;
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//clip z and w advance to line advance
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vec2 line_advance = normalize(line_dir); //down to pixel
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float step_size = length(line_advance)/length(line_dir);
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float z_advance = z_dir*step_size; // adapt z advance to line advance
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float w_advance = w_dir*step_size; // adapt w advance to line advance
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//make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice)
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float advance_angle_adj = 1.0/max(abs(line_advance.x),abs(line_advance.y));
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line_advance*=advance_angle_adj; // adapt z advance to line advance
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z_advance*=advance_angle_adj;
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w_advance*=advance_angle_adj;
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vec2 pos = line_begin;
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float z = z_begin;
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float w = w_begin;
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float z_from=z/w;
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float z_to=z_from;
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float depth;
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vec2 prev_pos=pos;
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bool found=false;
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float steps_taken=0.0;
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for(int i=0;i<num_steps;i++) {
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pos+=line_advance;
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z+=z_advance;
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w+=w_advance;
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//convert to linear depth
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depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
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#else
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depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
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#endif
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depth=-depth;
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z_from = z_to;
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z_to = z/w;
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if (depth>z_to) {
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//if depth was surpassed
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if (depth<=max(z_to,z_from)+depth_tolerance) {
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//check the depth tolerance
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found=true;
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}
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break;
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}
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steps_taken+=1.0;
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prev_pos=pos;
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}
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if (found) {
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float margin_blend=1.0;
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vec2 margin = vec2((viewport_size.x+viewport_size.y)*0.5*0.05); //make a uniform margin
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if (any(bvec4(lessThan(pos,-margin),greaterThan(pos,viewport_size+margin)))) {
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//clip outside screen + margin
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frag_color=vec4(0.0);
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return;
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}
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{
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//blend fading out towards external margin
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vec2 margin_grad = mix(pos-viewport_size,-pos,lessThan(pos,vec2(0.0)));
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margin_blend = 1.0-smoothstep(0.0,margin.x,max(margin_grad.x,margin_grad.y));
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//margin_blend=1.0;
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}
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vec2 final_pos;
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float grad;
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grad=steps_taken/float(num_steps);
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float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in);
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float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade;
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final_pos=pos;
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#ifdef REFLECT_ROUGHNESS
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vec4 final_color;
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//if roughness is enabled, do screen space cone tracing
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if (roughness > 0.001) {
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///////////////////////////////////////////////////////////////////////////////////////
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//use a blurred version (in consecutive mipmaps) of the screen to simulate roughness
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float gloss = 1.0-roughness;
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float cone_angle = roughness * M_PI * 0.5;
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vec2 cone_dir = final_pos - line_begin;
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float cone_len = length(cone_dir);
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cone_dir = normalize(cone_dir); //will be used normalized from now on
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float max_mipmap = filter_mipmap_levels - 1.0;
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float gloss_mult=gloss;
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float rem_alpha=1.0;
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final_color = vec4(0.0);
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for(int i=0;i<7;i++) {
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float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle
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float radius;
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{
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//fit to sphere inside cone (sphere ends at end of cone), something like this:
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// ___
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// \O/
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// V
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//
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// as it avoids bleeding from beyond the reflection as much as possible. As a plus
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// it also makes the rough reflection more elongated.
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float a = op_len;
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float h = cone_len;
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float a2 = a * a;
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float fh2 = 4.0f * h * h;
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radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
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}
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//find the place where screen must be sampled
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vec2 sample_pos = ( line_begin + cone_dir * (cone_len - radius) ) * pixel_size;
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//radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels
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float mipmap = clamp( log2( radius ), 0.0, max_mipmap );
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//mipmap = max(mipmap-1.0,0.0);
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//do sampling
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vec4 sample_color;
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{
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sample_color = textureLod(source_diffuse,sample_pos,mipmap);
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}
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//multiply by gloss
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sample_color.rgb*=gloss_mult;
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sample_color.a=gloss_mult;
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rem_alpha -= sample_color.a;
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if(rem_alpha < 0.0) {
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sample_color.rgb *= (1.0 - abs(rem_alpha));
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}
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final_color+=sample_color;
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if (final_color.a>=0.95) {
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// This code of accumulating gloss and aborting on near one
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// makes sense when you think of cone tracing.
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// Think of it as if roughness was 0, then we could abort on the first
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// iteration. For lesser roughness values, we need more iterations, but
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// each needs to have less influence given the sphere is smaller
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break;
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}
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cone_len-=radius*2.0; //go to next (smaller) circle.
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gloss_mult*=gloss;
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}
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} else {
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final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0);
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}
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frag_color = vec4(final_color.rgb,fade*margin_blend);
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#else
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frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend);
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#endif
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} else {
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frag_color = vec4(0.0,0.0,0.0,0.0);
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}
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}
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