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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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