33 lines
950 B
GLSL
33 lines
950 B
GLSL
vec4 RoughReflection(vec3 viewPos, vec3 normal, float dither, float smoothness) {
|
|
vec4 color = vec4(0.0);
|
|
|
|
vec4 pos = Raytrace(depthtex0, viewPos, normal, dither);
|
|
float border = clamp(1.0 - pow(cdist(pos.st), 50.0), 0.0, 1.0);
|
|
|
|
if (pos.z < 1.0 - 1e-5) {
|
|
#ifdef REFLECTION_ROUGH
|
|
float dist = 1.0 - exp(-0.125 * (1.0 - smoothness) * pos.a);
|
|
float lod = log2(viewHeight / 8.0 * (1.0 - smoothness) * dist) * 0.35;
|
|
#else
|
|
float lod = 0.0;
|
|
#endif
|
|
|
|
float check = float(texture2DLod(depthtex0, pos.st, 0).r < 1.0 - 1e-5);
|
|
if (lod < 1.0) {
|
|
color.a = check;
|
|
if (color.a > 0.1) color.rgb = texture2DLod(colortex0, pos.st, 0).rgb;
|
|
} else {
|
|
float alpha = check;
|
|
if (alpha > 0.1) {
|
|
color.rgb += texture2DLod(colortex0, pos.st, max(lod - 1.0, 0)).rgb;
|
|
color.a += alpha;
|
|
}
|
|
}
|
|
|
|
color *= color.a;
|
|
color.a *= border;
|
|
}
|
|
color.rgb *= 1.8 * (1.0 - 0.065 * min(length(color.rgb), 10.0));
|
|
|
|
return color;
|
|
} |