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							- import {
 
- 	Matrix4,
 
- 	Vector2
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * References:
 
-  * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
 
-  */
 
- var SSRShader = {
 
- 	defines: {
 
- 		MAX_STEP: 0,
 
- 		PERSPECTIVE_CAMERA: true,
 
- 		DISTANCE_ATTENUATION: true,
 
- 		FRESNEL: true,
 
- 		INFINITE_THICK: false,
 
- 		SELECTIVE: false,
 
- 	},
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'tNormal': { value: null },
 
- 		'tMetalness': { value: null },
 
- 		'tDepth': { value: null },
 
- 		'cameraNear': { value: null },
 
- 		'cameraFar': { value: null },
 
- 		'resolution': { value: new Vector2() },
 
- 		'cameraProjectionMatrix': { value: new Matrix4() },
 
- 		'cameraInverseProjectionMatrix': { value: new Matrix4() },
 
- 		'opacity': { value: .5 },
 
- 		'maxDistance': { value: 180 },
 
- 		'cameraRange': { value: 0 },
 
- 		'thickness': { value: .018 }
 
- 	},
 
- 	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 tNormal;
 
- 		uniform sampler2D tMetalness;
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform float cameraRange;
 
- 		uniform vec2 resolution;
 
- 		uniform float opacity;
 
- 		uniform float cameraNear;
 
- 		uniform float cameraFar;
 
- 		uniform float maxDistance;
 
- 		uniform float thickness;
 
- 		uniform mat4 cameraProjectionMatrix;
 
- 		uniform mat4 cameraInverseProjectionMatrix;
 
- 		#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 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 getViewNormal( const in vec2 uv ) {
 
- 			return unpackRGBToNormal( texture2D( tNormal, 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 main(){
 
- 			#ifdef SELECTIVE
 
- 				float metalness=texture2D(tMetalness,vUv).r;
 
- 				if(metalness==0.) return;
 
- 			#endif
 
- 			float depth = getDepth( 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;
 
- 			vec3 viewNormal=getViewNormal( vUv );
 
- 			#ifdef PERSPECTIVE_CAMERA
 
- 				vec3 viewIncidentDir=normalize(viewPosition);
 
- 				vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
 
- 			#else
 
- 				vec3 viewIncidentDir=vec3(0,0,-1);
 
- 				vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
 
- 			#endif
 
- 			float maxReflectRayLen=maxDistance/dot(-viewIncidentDir,viewNormal);
 
- 			// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
 
- 			// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
 
- 			// maxDistance/maxReflectRayLen=cos(theta)
 
- 			// maxDistance/maxReflectRayLen==dot(a,b)
 
- 			// maxReflectRayLen==maxDistance/dot(a,b)
 
- 			vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
 
- 			#ifdef PERSPECTIVE_CAMERA
 
- 				if(d1viewPosition.z>-cameraNear){
 
- 					//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
 
- 					float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
 
- 					d1viewPosition=viewPosition+viewReflectDir*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;
 
- 			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 );
 
- 				if(-vZ>=cameraFar) continue;
 
- 				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 viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 
- 				#else
 
- 					float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
 
- 				#endif
 
- 				// if(viewReflectRayZ>vZ) continue; // will cause "npm run make-screenshot webgl_postprocessing_ssr" high probability hang.
 
- 				// https://github.com/mrdoob/three.js/pull/21539#issuecomment-821061164
 
- 				if(viewReflectRayZ<=vZ){
 
- 					bool hit;
 
- 					#ifdef INFINITE_THICK
 
- 						hit=true;
 
- 					#else
 
- 						float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
 
- 						float minThickness;
 
- 						vec2 xyNeighbor=xy;
 
- 						xyNeighbor.x+=1.;
 
- 						vec2 uvNeighbor=xyNeighbor/resolution;
 
- 						vec3 vPNeighbor=getViewPosition(uvNeighbor,d,cW);
 
- 						minThickness=vPNeighbor.x-vP.x;
 
- 						minThickness*=3.;
 
- 						float tk=max(minThickness,thickness);
 
- 						hit=away<=tk;
 
- 					#endif
 
- 					if(hit){
 
- 						vec3 vN=getViewNormal( uv );
 
- 						if(dot(viewReflectDir,vN)>=0.) continue;
 
- 						float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
 
- 						if(distance>maxDistance) break;
 
- 						float op=opacity;
 
- 						#ifdef DISTANCE_ATTENUATION
 
- 							float ratio=1.-(distance/maxDistance);
 
- 							float attenuation=ratio*ratio;
 
- 							op=opacity*attenuation;
 
- 						#endif
 
- 						#ifdef FRESNEL
 
- 							float fresnelCoe=(dot(viewIncidentDir,viewReflectDir)+1.)/2.;
 
- 							op*=fresnelCoe;
 
- 						#endif
 
- 						vec4 reflectColor=texture2D(tDiffuse,uv);
 
- 						gl_FragColor.xyz=reflectColor.xyz;
 
- 						gl_FragColor.a=op;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	`
 
- };
 
- var SSRDepthShader = {
 
- 	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 );
 
- 		}
 
- 	`
 
- };
 
- var SSRBlurShader = {
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'resolution': { value: new Vector2() },
 
- 		'opacity': { value: .5 },
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}
 
- 	`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform vec2 resolution;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			//reverse engineering from PhotoShop blur filter, then change coefficient
 
- 			vec2 texelSize = ( 1.0 / resolution );
 
- 			vec4 c=texture2D(tDiffuse,vUv);
 
- 			vec2 offset;
 
- 			offset=(vec2(-1,0))*texelSize;
 
- 			vec4 cl=texture2D(tDiffuse,vUv+offset);
 
- 			offset=(vec2(1,0))*texelSize;
 
- 			vec4 cr=texture2D(tDiffuse,vUv+offset);
 
- 			offset=(vec2(0,-1))*texelSize;
 
- 			vec4 cb=texture2D(tDiffuse,vUv+offset);
 
- 			offset=(vec2(0,1))*texelSize;
 
- 			vec4 ct=texture2D(tDiffuse,vUv+offset);
 
- 			// float coeCenter=.5;
 
- 			// float coeSide=.125;
 
- 			float coeCenter=.2;
 
- 			float coeSide=.2;
 
- 			float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;
 
- 			vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;
 
- 			gl_FragColor=vec4(rgb,a);
 
- 		}
 
- 	`
 
- };
 
- export { SSRShader, SSRDepthShader, SSRBlurShader };
 
 
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