Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/ssfx_ssr.ps

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2024-03-17 20:18:03 -04:00
/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 20
* @ Description: SSR
* @ Modified time: 2024-02-09 07:25
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
#include "screenspace_reflections.h"
float4x4 m_current; // Current projection matrix
float4x4 m_previous; // Previous projection matrix
Texture2D ssr_image;
float4 main(p_screen I) : SV_Target
{
// Sample buffers and prepare all requiered data ------------------
// Scale TexCoor
float2 tc = I.tc0 * ssr_setup.x;
float2 Pos2D = I.hpos * ssr_setup.x;
// Sample buffers
#ifndef USE_MSAA
float4 Pos = s_position.Sample( smp_nofilter, tc );
float gloss = s_diffuse.Sample( smp_nofilter, tc ).a;
#else
float4 Pos = s_position.Load( int3( Pos2D, 0 ), 0 );
float gloss = s_diffuse.Load( int3( Pos2D, 0 ), 0 ).a;
#endif
// Reconstruct Position, Normal and Material
float3 P = float3( Pos.z * ( Pos2D * pos_decompression_params.zw - pos_decompression_params.xy ), Pos.z );
float3 N = gbuf_unpack_normal( Pos.xy );
float mtl = gbuf_unpack_mtl( Pos.w );
// SSR ------------------------------------------------------------
float4 ssr_result = 0;
// Do the SSR
SSFX_ScreenSpaceReflections(I.tc0, float4(P, mtl), N, gloss, ssr_result, 0);
// Accumulation ---------------------------------------------------
float3 prev = ssr_image.Sample(smp_nofilter, I.tc0);
// Position
float4 P4 = float4(P, 1.0);
// Get current
float4 p_current = mul(m_current, P4);
float3 current = p_current.xyz / p_current.w;
// Get previous
float4 p_previous = mul(m_previous, P4);
float3 previous = p_previous.xyz / p_previous.w;
// Depth
float depth = 1.0 - abs(current.z / previous.z) * ssr_setup.z;
// Velocity
float vel = distance(current.xy, previous.xy) * 100.0f;
// 0 Current frame ~ 1 Prev frame
float weight = 1.0 - saturate(vel + depth);
// Mix with previous SSR result. Higher weight more of the previous frame used
ssr_result.rgb = lerp(ssr_result.rgb, prev, weight );
// ----------------------------------------------------------------
ssr_result.rgb *= ssr_result.a > 0;
return float4(ssr_result);
}