mirror of
https://github.com/OpenSpace/OpenSpace.git
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172 lines
6.0 KiB
GLSL
172 lines
6.0 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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uniform sampler2D exitColorTexture;
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uniform sampler2D exitDepthTexture;
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uniform sampler2DMS mainDepthTexture;
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uniform bool insideRaycaster;
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uniform vec3 cameraPosInRaycaster;
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#include "blending.glsl"
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#include "rand.glsl"
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#include "PowerScaling/powerScalingMath.hglsl"
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#include <#{fragmentPath}>
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#for id, helperPath in helperPaths
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#include <#{helperPath}>
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#endfor
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#include <#{raycastPath}>
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out vec4 finalColor;
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#define ALPHA_LIMIT 0.99
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#define RAYCAST_MAX_STEPS 1000
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#define MAX_AA_SAMPLES 8
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uniform int nAaSamples;
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void main() {
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vec2 texCoord = vec2(gl_FragCoord.x / #{rendererData.windowWidth},
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gl_FragCoord.y / #{rendererData.windowHeight});
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vec4 exitColorTexture = texture(exitColorTexture, texCoord);
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if (exitColorTexture.a < 1.0) {
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discard;
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}
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// fetch exit point from texture
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vec3 exitPos = exitColorTexture.rgb;
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float exitDepth = denormalizeFloat(texture(exitDepthTexture, texCoord).x);
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float jitterFactor = 0.5 + 0.5 * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0
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vec3 entryPos;
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float entryDepth;
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if (insideRaycaster) {
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entryPos = cameraPosInRaycaster;
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entryDepth = 0;
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} else {
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// fetch entry point from rendered fragment
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Fragment f = getFragment();
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entryPos = f.color.xyz;
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entryDepth = f.depth;
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}
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vec3 position = entryPos;
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vec3 diff = exitPos - entryPos;
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vec3 direction = normalize(diff);
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float raycastDepth = length(diff);
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float raycastDepths[MAX_AA_SAMPLES];
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int i, j;
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float tmp;
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for (i = 0; i < nAaSamples; i++) {
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float geoDepth = denormalizeFloat(texelFetch(mainDepthTexture, ivec2(gl_FragCoord), i).x);
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float geoRatio = clamp((geoDepth - entryDepth) / (exitDepth - entryDepth), 0.0, 1.0);
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raycastDepths[i] = geoRatio * raycastDepth;
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}
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for(i = 1; i < nAaSamples; ++i) {
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tmp = raycastDepths[i];
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for(j = i; j > 0 && tmp < raycastDepths[j - 1]; --j) {
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raycastDepths[j] = raycastDepths[j-1];
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}
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raycastDepths[j] = tmp;
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}
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float currentDepth = 0.0;
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// todo: shorten depth if geometry is intersecting!
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float nextStepSize = stepSize#{id}(position, direction);
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float currentStepSize;
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float previousJitterDistance = 0.0;
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int steps = 0;
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float aaOpacity = 1.0;
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int sampleIndex = 0;
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float opacityDecay = 1.0 / nAaSamples;
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vec3 accumulatedColor = vec3(0.0);
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vec3 accumulatedAlpha = vec3(0.0);
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for (steps = 0; (accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT || accumulatedAlpha.b < ALPHA_LIMIT) && steps < RAYCAST_MAX_STEPS; ++steps) {
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while (sampleIndex < nAaSamples && currentDepth + nextStepSize * jitterFactor > raycastDepths[sampleIndex]) {
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sampleIndex++;
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aaOpacity -= opacityDecay;
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}
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bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0;
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if (sampleIndex >= nAaSamples || shortStepSize) {
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break;
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}
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currentStepSize = nextStepSize;
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currentDepth += currentStepSize;
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float jitteredStepSize = currentStepSize * jitterFactor;
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vec3 jitteredPosition = position + direction*jitteredStepSize;
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position += direction * currentStepSize;
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sample#{id}(jitteredPosition, direction, accumulatedColor, accumulatedAlpha, nextStepSize);
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float sampleDistance = aaOpacity * (jitteredStepSize + previousJitterDistance);
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//blendStep(finalColor, raycasterContribution, sampleDistance);
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//finalColor
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previousJitterDistance = currentStepSize - jitteredStepSize;
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float maxStepSize = raycastDepths[nAaSamples - 1] - currentDepth;
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nextStepSize = min(nextStepSize, maxStepSize);
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}
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finalColor = vec4(accumulatedColor, (accumulatedAlpha.r + accumulatedAlpha.g + accumulatedAlpha.b) / 3);
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finalColor.rgb /= finalColor.a;
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gl_FragDepth = normalizeFloat(entryDepth);
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}
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