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