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More accurate SSR
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@ -127,37 +127,44 @@ void main() {
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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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) - 0.5) * 5.0;
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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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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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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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vec3 ray_end = wpos + refl_dir * 100.0;
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float t = 0.0;
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float lastd = 0.0;
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const int MAIN_ITERS = 64;
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for (int i = 0; i < MAIN_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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new_uv = (clippos.xy / clippos.w) * 0.5 * vec2(1, -1) + 0.5;
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float d = -depth_at(new_uv);
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if (d < svpos.z * 0.8 && d > svpos.z * 0.999) {
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t -= 1.0 / float(MAIN_ITERS);
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break;
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}
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lastd = d;
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t += 1.0 / float(MAIN_ITERS);
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lastd = d;
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}
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const int ITERS = 8;
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float diff = 1.0 / float(MAIN_ITERS);
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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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new_uv = (clippos.xy / clippos.w) * 0.5 * vec2(1, -1) + 0.5;
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float d = -depth_at(new_uv);
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t += ((d > svpos.z * 0.999) ? -1.0 : 1.0) * diff;
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diff *= 0.5;
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}
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#endif
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@ -165,24 +172,22 @@ void main() {
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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 || 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) * 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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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) * 2.0, 0, 0.75),
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// Depth merge factor
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min(
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clamp((new_dist - dist * 0.5) / (dist * 0.5), 0.0, 1.0),
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max(dot(normalize(new_wpos - wpos), refl_dir) - 0.95, 0.0) / 0.05
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)
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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 = 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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//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 = 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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#else
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{
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