/** * @ Version: SCREEN SPACE SHADERS - UPDATE 21 * @ Description: SSR * @ Modified time: 2024-06-03 09:01 * @ Author: https://www.moddb.com/members/ascii1457 * @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders */ //uniform float4 shader_param_7; #include "screenspace_reflections.h" float4x4 m_current; // Current projection matrix float4x4 m_previous; // Previous projection matrix float4 cam_pos; Texture2D ssr_image; Texture2D s_prev_pos; Texture2D s_gloss_data; Texture2D s_hud_mask; 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 ); #else float4 Pos = s_position.Load( int3( Pos2D, 0 ), 0 ); #endif float4 GlossData = s_gloss_data.Sample( smp_linear, tc ); float HUD_mask = s_hud_mask.Sample(smp_nofilter, tc).r; // 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; float2 noise = 0; // Do the SSR SSFX_ScreenSpaceReflections(tc, float4(P, mtl), N, GlossData, ssr_result, HUD_mask, noise, 0); // Accumulation --------------------------------------------------- // Position float4 P4 = float4(P, 1.0); // Get current float4 p_current = mul(m_current, P4); // Get previous float4 p_previous = mul(m_previous, P4); float3 current = p_current.xyz / p_current.w; float3 previous = p_previous.xyz / p_previous.w; // Reprojection UV float2 uv_rp = float2(current.x - previous.x, current.y - previous.y) * HUD_mask; uv_rp = float2(uv_rp.x, -uv_rp.y) * 0.5f; // Prev Position + Reprojection UV float4 prev_P = s_prev_pos.Sample( smp_linear, (tc - uv_rp) ); // uv_rp /= ssr_setup.x; // Disocclusion float docc = abs(1.0f - P.z / prev_P.z) * 5.0f; //float vel = saturate(distance(current.xy, previous.xy) * 10.0f); // Offscreen check int outoffsrc = any((I.tc0 - uv_rp) < 0) + any((I.tc0 - uv_rp) > (1.0 / ssr_setup.x)); // Previous frame + Reprojection UV float4 prev = ssr_image.Sample(smp_linear, I.tc0 - uv_rp); // 0 Current frame ~ 1 Prev frame 1 - 2 - 4 float weight = saturate((0.5f + (ssr_setup.x * 0.1f * HUD_mask)) - (outoffsrc + docc)); // + vel // Apply gloss intensity data to avoid leaking ssr_result.rgb *= saturate(GlossData.a * 10.0f); // 0.1f == 1.0f // ---------------------------------------------------------------- // Mix with previous SSR results. Higher weight more of the previous frame used return float4(lerp(ssr_result.rgb, prev.rgb, weight ), 1.0f); }