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