#version 150 uniform sampler2D t0, t1, ts, td, tbs; uniform float z_near, z_far; uniform mat4 mat_proj; uniform vec3 cam_aim, cam_pos; in vec3 view_dir; const float _pe = 2.4e-7; void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 v0 = texelFetch(t0, tc, 0), v1 = texelFetch(t1, tc, 0), vs = texelFetch(ts, tc, 0); vec3 sp = vec3(qgl_FragTexture.xy, v0.w); vec2 tsp; vec4 pos; float z = texelFetch(td, tc, 0).r; z = z + z - 1; z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth pos.w = 1; pos.xyz = view_dir * z; pos.z = -pos.z; vec4 spos = pos; vec4 tpos; vec3 dc = v0.rgb, n = v1.xyz; vec3 vd = normalize(view_dir); vec3 rn = reflect(vd, n); //rn.z += 1.; float coeff = clamp(1. - (dot(vec3(0,0,1), n)), 0, 1); coeff = coeff*coeff; /*coeff = coeff*coeff; coeff = coeff*coeff; coeff = coeff*coeff;*/ float reflectivity = 0.; float specularity = modf(v1.w, reflectivity); rn.z = -rn.z; int i = 0; vec4 tv0; float l = z_far * 0.5; pos.xyz += rn * l; float cz; for (i = 0; i < 24; ++i) { tpos = mat_proj * pos; tsp = -(tpos.xy / tpos.w) / 2. + 0.5; cz = texture(td, tsp).r; cz = cz + cz - 1; cz = ((_pe - 2.) * z_near) / (cz + _pe - 1.); // infinite depth l *= 0.5; pos.xyz += rn * (step(pos.z, cz) * 2. - 1.) * l; } vec2 ess = abs(tsp - vec2(0.5, 0.5)) - vec2(0.3, 0.3); ess = clamp(ess, vec2(0, 0), vec2(0.2, 0.2)); ess = smoothstep(vec2(0.2, 0.2), vec2(0, 0), ess); coeff *= min(ess.x, ess.y); vec4 pr_pos = mat_proj * pos, pr_spos = mat_proj * spos; pr_pos.xyz /= pr_pos.w; pr_spos.xyz /= pr_spos.w; float blur = step(0., coeff) * length(pr_pos.xyz - pr_spos.xyz) * (1. - specularity); vec3 rvs = texture(ts, tsp).rgb; qgl_FragData[0] = vec4(rvs.rgb, coeff / 1.1 + clamp(round(blur * 10), 0, 1000)); //qgl_FragData[0] = vec4(rvs.rgb, cz/5); //qgl_FragData[0].rgb = vec3(tpos/10); }