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Added tracing to SSR
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@ -63,6 +63,19 @@ vec3 wpos_at(vec2 uv) {
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}
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}
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float depth_at(vec2 uv) {
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uvec2 sz = textureSize(sampler2D(t_src_depth, s_src_depth), 0);
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float buf_depth = texelFetch(sampler2D(t_src_depth, s_src_depth), clamp(ivec2(uv * sz), ivec2(0), ivec2(sz) - 1), 0).x;
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if (buf_depth == 0.0) {
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return 524288.0;
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} else {
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vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0);
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vec4 view_space = all_mat_inv * clip_space;
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view_space /= view_space.w;
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return -(view_mat * view_space).z;
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}
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}
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vec3 dir_at(vec2 uv) {
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vec4 view_space = all_mat_inv * vec4((uv * 2.0 - 1.0) * vec2(1, -1), 0.0, 1.0);
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view_space /= view_space.w;
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@ -85,6 +98,10 @@ void main() {
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float dist = distance(wpos, cam_pos.xyz);
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vec3 dir = (wpos - cam_pos.xyz) / dist;
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/* vec4 clip2 = all_mat * vec4(wpos, 1.0); */
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/* vec2 test_uv = (clip2.xy / clip2.w).xy * 0.5 * vec2(1, -1) + 0.5; */
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/* color = texture(sampler2D(t_src_color, s_src_color), test_uv); */
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// Apply clouds
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float cloud_blend = 1.0;
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if (color.a < 1.0) {
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@ -104,43 +121,68 @@ void main() {
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#ifdef EXPERIMENTAL_SCREENSPACEREFLECTIONS
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if (dir.z < 0.0) {
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vec3 dir_mid = dir_at(vec2(0, 0));
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vec3 dir_right = dir_at(vec2(1, 0));
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vec3 dir_up = dir_at(vec2(0, 1));
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vec2 nz = (vec2(
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noise_3d(vec3((wpos.xy + focus_off.xy) * 0.1, tick.x * 0.2 + wpos.x * 0.01)).x,
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noise_3d(vec3((wpos.yx + focus_off.yx) * 0.1, tick.x * 0.2 + wpos.y * 0.01)).x
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) - 0.5) * 1.5;
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vec3 surf_norm = normalize(vec3(nz * 0.03 / (1.0 + dist * 0.01), 1));
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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vec2 nz = vec2(0);
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#else
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vec2 nz = (vec2(
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noise_3d(vec3((wpos.xy + focus_off.xy) * 0.1, tick.x * 0.2 + wpos.x * 0.01)).x,
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noise_3d(vec3((wpos.yx + focus_off.yx) * 0.1, tick.x * 0.2 + wpos.y * 0.01)).x
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) - 0.5) * 2.5;
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#endif
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vec3 surf_norm = normalize(vec3(nz * 0.03 / (1.0 + dist * 0.1), 1));
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vec3 refl_dir = reflect(dir, surf_norm);
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//float right = invlerp(atan2(dir_mid.x, dir_mid.y), atan2(dir_right.x, dir_right.y), atan2(refl_dir.x, refl_dir.y));
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float up = invlerp(dir_mid.z, dir_up.z, refl_dir.z) + (cam_pos.z - wpos.z) / dist * 0.8;
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vec3 ray_end = wpos + refl_dir * 50.0;
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vec2 start_uv = uv;
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vec4 clip_end = all_mat * vec4(ray_end, 1.0);
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vec2 end_uv = (clip_end.xy / clip_end.w).xy * 0.5 * vec2(1, -1) + 0.5;
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float depth_start = dist;
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float depth_end = (view_mat * vec4(ray_end, 1.0)).z;//depth_at(end_uv);
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float look_z = dir_at(vec2(0.5, 0.5)).z;
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float x_shift = (up - uv.y) * pow(abs(look_z), 0.5)
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* sign(look_z) * 0.6
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* (uv.x - 0.5) * (1.0 - pow(abs(uv.x - 0.5) * 2.0, 3.0));
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vec2 new_uv = vec2(uv.x + x_shift, up);
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vec4 clip = (all_mat * vec4(cam_pos.xyz + refl_dir, 1.0));
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vec2 new_uv = (clip.xy / max(clip.w, 0)) * 0.5 * vec2(1, -1) + 0.5;
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#ifdef EXPERIMENTAL_SCREENSPACEREFLECTIONSCASTING
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const int ITERS = 64;
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float t = 0.0;
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float lastd = 0.0;
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for (int i = 0; i < ITERS; i ++) {
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vec3 swpos = mix(wpos, ray_end, t);
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vec3 svpos = (view_mat * vec4(swpos, 1)).xyz;
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vec4 clippos = proj_mat * vec4(svpos, 1);
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vec2 suv = (clippos.xy / clippos.w) * 0.5 * vec2(1, -1) + 0.5;
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float d = -depth_at(suv);
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if (d < svpos.z * 0.85 && d > svpos.z * 0.999) {
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new_uv = suv;
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break;
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}
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lastd = d;
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t += 1.0 / float(ITERS);
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}
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#endif
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new_uv = clamp(new_uv, vec2(0), vec2(1));
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vec3 new_wpos = wpos_at(new_uv);;
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float new_dist = distance(wpos_at(new_uv), cam_pos.xyz);
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if (new_dist > dist * 0.5) {
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if (new_dist > dist || true) {
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float merge = min(
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// Off-screen merge factor
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clamp((1.0 - abs(new_uv.y - 0.5) * 2) * 5.0, 0, 1.0),
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clamp((1.0 - abs(new_uv.y - 0.5) * 2) * 2.0, 0, 0.75),
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// Depth merge factor
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clamp((new_dist - dist * 0.5) / (dist * 0.5), 0.0, 1.0)
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);
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//vec2 new_uv = uv * vec2(1, -1) + vec2(0, 1.1) / (1.0 + dist * 0.000001) + vec2(0, dir.z);
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color.rgb = mix(color.rgb, texture(sampler2D(t_src_color, s_src_color), new_uv).rgb, merge);
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wpos = wpos_at(new_uv);
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wpos = new_wpos;
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dist = distance(wpos, cam_pos.xyz);
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dir = (wpos - cam_pos.xyz) / dist;
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cloud_blend = min(merge * 2.0, 1.0);
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} else {
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cloud_blend = 1.0;
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}
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/* color.rgb = vec3(t); */
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} else {
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#else
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{
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@ -148,6 +190,7 @@ void main() {
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//dist = DIST_CAP;
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}
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}
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/* color.rgb = vec3(sin(depth_at(uv) * 3.14159 * 2) * 0.5 + 0.5); */
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color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
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#if (CLOUD_MODE == CLOUD_MODE_NONE)
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@ -502,4 +502,6 @@ pub enum ExperimentalShader {
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Wetness,
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/// Add screen-space reflections to water.
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ScreenSpaceReflections,
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/// Use screen-space raycasting for reflections.
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ScreenSpaceReflectionsCasting,
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}
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