You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
307 lines
7.9 KiB
307 lines
7.9 KiB
import {
|
|
Matrix4,
|
|
Vector2
|
|
} from '../../../build/three.module.js';
|
|
|
|
const SSRrShader = {
|
|
|
|
defines: {
|
|
MAX_STEP: 0,
|
|
PERSPECTIVE_CAMERA: true,
|
|
SPECULAR: true,
|
|
FILL_HOLE: true,
|
|
INFINITE_THICK: false,
|
|
},
|
|
|
|
uniforms: {
|
|
|
|
'tDiffuse': { value: null },
|
|
'tSpecular': { value: null },
|
|
'tNormalSelects': { value: null },
|
|
'tRefractive': { value: null },
|
|
'tDepth': { value: null },
|
|
'tDepthSelects': { value: null },
|
|
'cameraNear': { value: null },
|
|
'cameraFar': { value: null },
|
|
'resolution': { value: new Vector2() },
|
|
'cameraProjectionMatrix': { value: new Matrix4() },
|
|
'cameraInverseProjectionMatrix': { value: new Matrix4() },
|
|
'ior': { value: 1.03 },
|
|
'cameraRange': { value: 0 },
|
|
'maxDistance': { value: 180 },
|
|
'surfDist': { value: .007 },
|
|
|
|
},
|
|
|
|
vertexShader: /* glsl */`
|
|
|
|
varying vec2 vUv;
|
|
|
|
void main() {
|
|
|
|
vUv = uv;
|
|
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
|
|
}
|
|
|
|
`,
|
|
|
|
fragmentShader: /* glsl */`
|
|
// precision highp float;
|
|
precision highp sampler2D;
|
|
varying vec2 vUv;
|
|
uniform sampler2D tDepth;
|
|
uniform sampler2D tDepthSelects;
|
|
uniform sampler2D tNormalSelects;
|
|
uniform sampler2D tRefractive;
|
|
uniform sampler2D tDiffuse;
|
|
uniform sampler2D tSpecular;
|
|
uniform float cameraRange;
|
|
uniform vec2 resolution;
|
|
uniform float cameraNear;
|
|
uniform float cameraFar;
|
|
uniform float ior;
|
|
uniform mat4 cameraProjectionMatrix;
|
|
uniform mat4 cameraInverseProjectionMatrix;
|
|
uniform float maxDistance;
|
|
uniform float surfDist;
|
|
#include <packing>
|
|
float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
|
|
//x0: point, x1: linePointA, x2: linePointB
|
|
//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
|
|
return length(cross(x0-x1,x0-x2))/length(x2-x1);
|
|
}
|
|
float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
|
|
// https://mathworld.wolfram.com/Point-PlaneDistance.html
|
|
//// https://en.wikipedia.org/wiki/Plane_(geometry)
|
|
//// http://paulbourke.net/geometry/pointlineplane/
|
|
float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
|
|
float x0=point.x,y0=point.y,z0=point.z;
|
|
float x=planePoint.x,y=planePoint.y,z=planePoint.z;
|
|
float d=-(a*x+b*y+c*z);
|
|
float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
|
|
return distance;
|
|
}
|
|
float getDepth( const in vec2 uv ) {
|
|
return texture2D( tDepth, uv ).x;
|
|
}
|
|
float getDepthSelects( const in vec2 uv ) {
|
|
return texture2D( tDepthSelects, uv ).x;
|
|
}
|
|
float getViewZ( const in float depth ) {
|
|
#ifdef PERSPECTIVE_CAMERA
|
|
return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
|
|
#else
|
|
return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
|
|
#endif
|
|
}
|
|
vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
|
|
vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
|
|
clipPosition *= clipW; //clip
|
|
return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
|
|
}
|
|
vec3 getViewNormalSelects( const in vec2 uv ) {
|
|
return unpackRGBToNormal( texture2D( tNormalSelects, uv ).xyz );
|
|
}
|
|
vec2 viewPositionToXY(vec3 viewPosition){
|
|
vec2 xy;
|
|
vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
|
|
xy=clip.xy;//clip
|
|
float clipW=clip.w;
|
|
xy/=clipW;//NDC
|
|
xy=(xy+1.)/2.;//uv
|
|
xy*=resolution;//screen
|
|
return xy;
|
|
}
|
|
void setResultColor(vec2 uv){
|
|
vec4 refractColor=texture2D(tDiffuse,uv);
|
|
#ifdef SPECULAR
|
|
vec4 specularColor=texture2D(tSpecular,vUv);
|
|
gl_FragColor.xyz=mix(refractColor.xyz,vec3(1),specularColor.r);
|
|
// gl_FragColor.xyz=refractColor.xyz*(1.+specularColor.r*3.);
|
|
#else
|
|
gl_FragColor.xyz=refractColor.xyz;
|
|
#endif
|
|
gl_FragColor.a=1.;
|
|
|
|
}
|
|
void main(){
|
|
if(ior==1.) return; // Adding this line may have better performance, but more importantly, it can avoid display errors at the very edges of the model when IOR is equal to 1.
|
|
|
|
float refractive=texture2D(tRefractive,vUv).r;
|
|
if(refractive<=0.) return;
|
|
|
|
// gl_FragColor=vec4(0,0,.5,1);return;
|
|
vec3 viewNormalSelects=getViewNormalSelects( vUv );
|
|
// gl_FragColor=vec4(viewNormalSelects,1);return;
|
|
|
|
// if(viewNormalSelects.x<=0.&&viewNormalSelects.y<=0.&&viewNormalSelects.z<=0.) return;
|
|
|
|
float depth = getDepthSelects( vUv );
|
|
float viewZ = getViewZ( depth );
|
|
// if(-viewZ>=cameraFar) return;
|
|
|
|
float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
|
|
vec3 viewPosition=getViewPosition( vUv, depth, clipW );
|
|
|
|
vec2 d0=gl_FragCoord.xy;
|
|
vec2 d1;
|
|
|
|
#ifdef PERSPECTIVE_CAMERA
|
|
vec3 viewIncidentDir=normalize(viewPosition);
|
|
#else
|
|
vec3 viewIncidentDir=vec3(0,0,-1);
|
|
#endif
|
|
|
|
vec3 viewRefractDir=refract(viewIncidentDir,viewNormalSelects,1./ior);
|
|
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/refract.xhtml
|
|
|
|
vec3 d1viewPosition=viewPosition+viewRefractDir*maxDistance;
|
|
#ifdef PERSPECTIVE_CAMERA
|
|
if(d1viewPosition.z>-cameraNear){
|
|
//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
|
|
float t=(-cameraNear-viewPosition.z)/viewRefractDir.z;
|
|
d1viewPosition=viewPosition+viewRefractDir*t;
|
|
}
|
|
#endif
|
|
d1=viewPositionToXY(d1viewPosition);
|
|
|
|
float totalLen=length(d1-d0);
|
|
float xLen=d1.x-d0.x;
|
|
float yLen=d1.y-d0.y;
|
|
float totalStep=max(abs(xLen),abs(yLen));
|
|
float xSpan=xLen/totalStep;
|
|
float ySpan=yLen/totalStep;
|
|
#ifdef FILL_HOLE
|
|
bool isRough=false;
|
|
vec2 uvRough;
|
|
#endif
|
|
for(float i=0.;i<float(MAX_STEP);i++){
|
|
if(i>=totalStep) break;
|
|
vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
|
|
if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
|
|
float s=length(xy-d0)/totalLen;
|
|
vec2 uv=xy/resolution;
|
|
|
|
float d = getDepth(uv);
|
|
float vZ = getViewZ( d );
|
|
float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
|
|
vec3 vP=getViewPosition( uv, d, cW );
|
|
|
|
#ifdef PERSPECTIVE_CAMERA
|
|
// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
|
|
float recipVPZ=1./viewPosition.z;
|
|
float viewRefractRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
|
|
float sD=surfDist*cW;
|
|
#else
|
|
float viewRefractRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
|
|
float sD=surfDist;
|
|
#endif
|
|
|
|
#ifdef FILL_HOLE // TODO: May can improve performance by check if INFINITE_THICK too.
|
|
if(viewRefractRayZ<=vZ){
|
|
if(!isRough){
|
|
uvRough=uv;
|
|
isRough=true;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
bool hit;
|
|
#ifdef INFINITE_THICK
|
|
hit=viewRefractRayZ<=vZ;
|
|
#else
|
|
if(viewRefractRayZ-sD>vZ) continue;
|
|
float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
|
|
hit=away<=sD;
|
|
#endif
|
|
if(hit){
|
|
setResultColor(uv);
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef FILL_HOLE
|
|
if(isRough){
|
|
setResultColor(uvRough);
|
|
}
|
|
// else{
|
|
// gl_FragColor=texture2D(tDiffuse,vUv);//For afterward add color mix feature.
|
|
// }
|
|
#else
|
|
// gl_FragColor=texture2D(tDiffuse,vUv);//For afterward add color mix feature.
|
|
#endif
|
|
}
|
|
`
|
|
|
|
};
|
|
|
|
var SSRrDepthShader = {
|
|
|
|
defines: {
|
|
'PERSPECTIVE_CAMERA': 1
|
|
},
|
|
|
|
uniforms: {
|
|
|
|
'tDepth': { value: null },
|
|
'cameraNear': { value: null },
|
|
'cameraFar': { value: null },
|
|
|
|
},
|
|
|
|
vertexShader: /* glsl */`
|
|
|
|
varying vec2 vUv;
|
|
|
|
void main() {
|
|
|
|
vUv = uv;
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
|
|
}
|
|
|
|
`,
|
|
|
|
fragmentShader: /* glsl */`
|
|
|
|
uniform sampler2D tDepth;
|
|
|
|
uniform float cameraNear;
|
|
uniform float cameraFar;
|
|
|
|
varying vec2 vUv;
|
|
|
|
#include <packing>
|
|
|
|
float getLinearDepth( const in vec2 uv ) {
|
|
|
|
#if PERSPECTIVE_CAMERA == 1
|
|
|
|
float fragCoordZ = texture2D( tDepth, uv ).x;
|
|
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
|
|
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
|
|
|
|
#else
|
|
|
|
return texture2D( tDepth, uv ).x;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
void main() {
|
|
|
|
float depth = getLinearDepth( vUv );
|
|
float d = 1.0 - depth;
|
|
// d=(d-.999)*1000.;
|
|
gl_FragColor = vec4( vec3( d ), 1.0 );
|
|
|
|
}
|
|
|
|
`
|
|
|
|
};
|
|
|
|
export { SSRrShader, SSRrDepthShader };
|
|
|