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