From fe002c6f3ba5ed2c5a0cf36640c8e869cb9570b8 Mon Sep 17 00:00:00 2001 From: hunterk Date: Thu, 19 Dec 2019 16:38:17 -0600 Subject: [PATCH] better port of metacrt pt 2 --- crt/shaders/metacrt/Image.slang | 388 ++++++++++ crt/shaders/metacrt/bufC.slang | 1166 +++++++++++++++++++++++++++++++ crt/shaders/metacrt/bufD.slang | 311 +++++++++ 3 files changed, 1865 insertions(+) create mode 100644 crt/shaders/metacrt/Image.slang create mode 100644 crt/shaders/metacrt/bufC.slang create mode 100644 crt/shaders/metacrt/bufD.slang diff --git a/crt/shaders/metacrt/Image.slang b/crt/shaders/metacrt/Image.slang new file mode 100644 index 0000000..fed304d --- /dev/null +++ b/crt/shaders/metacrt/Image.slang @@ -0,0 +1,388 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +#define vFragCoord vTexCoord.xy * params.OutputSize.xy +#define iResolution params.OutputSize.xy +#define iTime params.FrameCount / 60.0 +#define iChannel0 Source +#define iChannel1 cubeMap +#define iChannel2 table +#define iMouse vec3(0.0) +#define vFragColor FragColor +#define fragColor FragColor + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D cubeMap; +layout(set = 0, binding = 4) uniform sampler2D table; + +// Meta CRT - @P_Malin +// https://www.shadertoy.com/view/4dlyWX# +// In which I add and remove aliasing + +// Uncomment different defines in Buf B to run different shaders on TV + +// Postprocessing Pass +// Motion blur, Depth of Field, Vignetting & Tonemap + + +#define ENABLE_DOF +#define ENABLE_MOTION_BLUR + +/////////////////////////// +// Hash Functions +/////////////////////////// + +// From: Hash without Sine by Dave Hoskins +// https://www.shadertoy.com/view/4djSRW + +// *** Use this for integer stepped ranges, ie Value-Noise/Perlin noise functions. +//#define HASHSCALE1 .1031 +//#define HASHSCALE3 vec3(.1031, .1030, .0973) +//#define HASHSCALE4 vec4(1031, .1030, .0973, .1099) + +// For smaller input rangers like audio tick or 0-1 UVs use these... +#define HASHSCALE1 443.8975 +#define HASHSCALE3 vec3(443.897, 441.423, 437.195) +#define HASHSCALE4 vec3(443.897, 441.423, 437.195, 444.129) + + +//---------------------------------------------------------------------------------------- +// 2 out, 1 in... +vec2 hash21(float p) +{ + vec3 p3 = fract(vec3(p) * HASHSCALE3); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.xx+p3.yz)*p3.zy); + +} + +/// 2 out, 3 in... +vec2 hash23(vec3 p3) +{ + p3 = fract(p3 * HASHSCALE3); + p3 += dot(p3, p3.yzx+19.19); + return fract((p3.xx+p3.yz)*p3.zy); +} + +// 1 out, 3 in... +float hash13(vec3 p3) +{ + p3 = fract(p3 * HASHSCALE1); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + + +/////////////////////////// +// Data Storage +/////////////////////////// + +vec4 LoadVec4( sampler2D tex, in ivec2 vAddr ) +{ + return texelFetch( tex, vAddr, 0 ); +} + +vec3 LoadVec3( sampler2D tex, in ivec2 vAddr ) +{ + return LoadVec4( tex, vAddr ).xyz; +} + +bool AtAddress( ivec2 p, ivec2 c ) { return all( equal( p, c ) ); } + +void StoreVec4( in ivec2 vAddr, in vec4 vValue, inout vec4 fragColor, in ivec2 fragCoord ) +{ + fragColor = AtAddress( fragCoord, vAddr ) ? vValue : fragColor; +} + +void StoreVec3( in ivec2 vAddr, in vec3 vValue, inout vec4 fragColor, in ivec2 fragCoord ) +{ + StoreVec4( vAddr, vec4( vValue, 0.0 ), fragColor, fragCoord); +} + +/////////////////////////// +// Camera +/////////////////////////// + +struct CameraState +{ + vec3 vPos; + vec3 vTarget; + float fFov; + vec2 vJitter; + float fPlaneInFocus; +}; + +void Cam_LoadState( out CameraState cam, sampler2D tex, ivec2 addr ) +{ + vec4 vPos = LoadVec4( tex, addr + ivec2(0,0) ); + cam.vPos = vPos.xyz; + vec4 targetFov = LoadVec4( tex, addr + ivec2(1,0) ); + cam.vTarget = targetFov.xyz; + cam.fFov = targetFov.w; + vec4 jitterDof = LoadVec4( tex, addr + ivec2(2,0) ); + cam.vJitter = jitterDof.xy; + cam.fPlaneInFocus = jitterDof.z; +} + +void Cam_StoreState( ivec2 addr, const in CameraState cam, inout vec4 fragColor, in ivec2 fragCoord ) +{ + StoreVec4( addr + ivec2(0,0), vec4( cam.vPos, 0 ), fragColor, fragCoord ); + StoreVec4( addr + ivec2(1,0), vec4( cam.vTarget, cam.fFov ), fragColor, fragCoord ); + StoreVec4( addr + ivec2(2,0), vec4( cam.vJitter, cam.fPlaneInFocus, 0 ), fragColor, fragCoord ); +} + +mat3 Cam_GetWorldToCameraRotMatrix( const CameraState cameraState ) +{ + vec3 vForward = normalize( cameraState.vTarget - cameraState.vPos ); + vec3 vRight = normalize( cross(vec3(0, 1, 0), vForward) ); + vec3 vUp = normalize( cross(vForward, vRight) ); + + return mat3( vRight, vUp, vForward ); +} + +vec2 Cam_GetViewCoordFromUV( const in vec2 vUV ) +{ + vec2 vWindow = vUV * 2.0 - 1.0; + vWindow.x *= iResolution.x / iResolution.y; + + return vWindow; +} + +void Cam_GetCameraRay( const vec2 vUV, const CameraState cam, out vec3 vRayOrigin, out vec3 vRayDir ) +{ + vec2 vView = Cam_GetViewCoordFromUV( vUV ); + vRayOrigin = cam.vPos; + float fPerspDist = 1.0 / tan( radians( cam.fFov ) ); + vRayDir = normalize( Cam_GetWorldToCameraRotMatrix( cam ) * vec3( vView, fPerspDist ) ); +} + +vec2 Cam_GetUVFromWindowCoord( const in vec2 vWindow ) +{ + vec2 vScaledWindow = vWindow; + vScaledWindow.x *= iResolution.y / iResolution.x; + + return (vScaledWindow * 0.5 + 0.5); +} + +vec2 Cam_WorldToWindowCoord(const in vec3 vWorldPos, const in CameraState cameraState ) +{ + vec3 vOffset = vWorldPos - cameraState.vPos; + vec3 vCameraLocal; + + vCameraLocal = vOffset * Cam_GetWorldToCameraRotMatrix( cameraState ); + + vec2 vWindowPos = vCameraLocal.xy / (vCameraLocal.z * tan( radians( cameraState.fFov ) )); + + return vWindowPos; +} + +float EncodeDepthAndObject( float depth, int objectId ) +{ + //depth = max( 0.0, depth ); + //objectId = max( 0, objectId + 1 ); + //return exp2(-depth) + float(objectId); + return depth; +} + +float DecodeDepthAndObjectId( float value, out int objectId ) +{ + objectId = 0; + return max(0.0, value); + //objectId = int( floor( value ) ) - 1; + //return abs( -log2(fract(value)) ); +} + +/////////////////////////////// + +vec3 Tonemap( vec3 x ) +{ +#if 0 + + vec3 luminanceCoeffsBT709 = vec3( 0.2126f, 0.7152f, 0.0722f ); + float f = dot( x, luminanceCoeffsBT709 ); + x /= f; + f = 1.0f - exp(-f); + x *= f; + x = mix( x, vec3(f), f*f ); + + return x; +#else + float a = 0.010; + float b = 0.132; + float c = 0.010; + float d = 0.163; + float e = 0.101; + + return ( x * ( a * x + b ) ) / ( x * ( c * x + d ) + e ); +#endif +} + + +float GetVignetting( const in vec2 vUV, float fScale, float fPower, float fStrength ) +{ + vec2 vOffset = (vUV - 0.5) * sqrt(2.0) * fScale; + + float fDist = max( 0.0, 1.0 - length( vOffset ) ); + + float fShade = 1.0 - pow( fDist, fPower ); + + fShade = 1.0 - fShade * fStrength; + + return fShade; +} + + + + +float GetCoC( float fDistance, float fPlaneInFocus ) +{ +#ifdef ENABLE_DOF + // http://http.developer.nvidia.com/GPUGems/gpugems_ch23.html + + float fAperture = min(1.0, fPlaneInFocus * fPlaneInFocus * 0.5); + float fFocalLength = 0.03; + + return abs(fAperture * (fFocalLength * (fDistance - fPlaneInFocus)) / + (fDistance * (fPlaneInFocus - fFocalLength))); +#else + return 0.0f; +#endif +} + +// Depth of field pass + +#define BLUR_TAPS 64 +float fGolden = 3.141592 * (3.0 - sqrt(5.0)); + +#define MOD2 vec2(4.438975,3.972973) + +float Hash( float p ) +{ + // https://www.shadertoy.com/view/4djSRW - Dave Hoskins + vec2 p2 = fract(vec2(p) * MOD2); + p2 += dot(p2.yx, p2.xy+19.19); + return fract(p2.x * p2.y); +} + +void main() +{ + vec2 fragCoord = vTexCoord.xy * params.OutputSize.xy; + CameraState camCurr; + Cam_LoadState( camCurr, iChannel0, ivec2(0) ); + + CameraState camPrev; + Cam_LoadState( camPrev, iChannel0, ivec2(3,0) ); + + vec2 vUV = fragCoord.xy / iResolution.xy; + //vUV -= camCurr.vJitter / iResolution.xy; // TAA has removed jitter + + vec4 vSample = texelFetch( iChannel0, ivec2(fragCoord.xy), 0 ).rgba; + + int iObjectId; + float fDepth = DecodeDepthAndObjectId( vSample.w, iObjectId ); + + vec3 vRayOrigin, vRayDir; + + Cam_GetCameraRay( vUV, camCurr, vRayOrigin, vRayDir ); + vec3 vWorldPos = vRayOrigin + vRayDir * fDepth; + + vec2 vPrevUV = Cam_GetUVFromWindowCoord( Cam_WorldToWindowCoord(vWorldPos, camPrev) );// - camPrev.vJitter / iResolution.xy; + + vec3 vResult = vec3(0.0); + + float fTot = 0.0; + + float fPlaneInFocus = camCurr.fPlaneInFocus; + + float fCoC = GetCoC( fDepth, camCurr.fPlaneInFocus ); + + float r = 1.0; + vec2 vangle = vec2(0.0,fCoC); // Start angle + + float fWeight = max( 0.001, fCoC ); + vResult.rgb = vSample.rgb * fWeight; + fTot += fWeight; + +#if defined(ENABLE_DOF) || defined(ENABLE_MOTION_BLUR) + float fMotionBlurTaps = float(BLUR_TAPS); + + float fShutterAngle = 0.5; + + float f = 0.0; + float fIndex = 0.0; + for(int i=1; i 0.0 ) + { + float fCurrCoC = GetCoC( fTapDepth, fPlaneInFocus ); + + float fCurrWeight = max( 0.001, fCurrCoC ); + + vResult += vTapSample.rgb * fCurrWeight; + fTot += fCurrWeight; + } + f += 1.0; + fIndex += 1.0; + } +#endif + vResult /= fTot; + + fragColor = vec4(vResult, 1.0); + + float fShade = GetVignetting( vUV, 0.7, 2.0, 1.0 ); + + fragColor.rgb *= fShade; + + fragColor.rgb = Tonemap( fragColor.rgb ); + fragColor.a = 1.0; +} \ No newline at end of file diff --git a/crt/shaders/metacrt/bufC.slang b/crt/shaders/metacrt/bufC.slang new file mode 100644 index 0000000..b605517 --- /dev/null +++ b/crt/shaders/metacrt/bufC.slang @@ -0,0 +1,1166 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float cam_spot, noise_intensity; +} params; + +#pragma parameter cam_spot "Camera Location" 2.0 0.0 9.0 1.0 +#pragma parameter noise_intensity "Noise Intensity" 0.1 0.0 0.5 0.01 + +#define vFragCoord vTexCoord.xy * params.OutputSize.xy +#define iResolution params.OutputSize.xy +#define iTime params.FrameCount / 60.0 +#define iChannel0 Source +#define iChannel1 cubeMap +#define iChannel2 table +#define iMouse vec3(0.0) +#define vFragColor FragColor + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position * vec4(1.0,-1.0,1.0,1.0); + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D cubeMap; +layout(set = 0, binding = 4) uniform sampler2D table; + +// Meta CRT - @P_Malin +// https://www.shadertoy.com/view/4dlyWX# +// In which I add and remove aliasing + +// Scene Rendering + +//#define ENABLE_TAA_JITTER + +#define kMaxTraceDist 1000.0 +#define kFarDist 1100.0 + +#define MAT_FG_BEGIN 10 + +#define PI 3.141592654 + +/////////////////////////// +// Hash Functions +/////////////////////////// + +// From: Hash without Sine by Dave Hoskins +// https://www.shadertoy.com/view/4djSRW + +// *** Use this for integer stepped ranges, ie Value-Noise/Perlin noise functions. +//#define HASHSCALE1 .1031 +//#define HASHSCALE3 vec3(.1031, .1030, .0973) +//#define HASHSCALE4 vec4(1031, .1030, .0973, .1099) + +// For smaller input rangers like audio tick or 0-1 UVs use these... +#define HASHSCALE1 443.8975 +#define HASHSCALE3 vec3(443.897, 441.423, 437.195) +#define HASHSCALE4 vec3(443.897, 441.423, 437.195, 444.129) + + +//---------------------------------------------------------------------------------------- +// 1 out, 1 in... +float hash11(float p) +{ + vec3 p3 = fract(vec3(p) * HASHSCALE1); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + +// 2 out, 1 in... +vec2 hash21(float p) +{ + vec3 p3 = fract(vec3(p) * HASHSCALE3); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.xx+p3.yz)*p3.zy); + +} + +/// 2 out, 3 in... +vec2 hash23(vec3 p3) +{ + p3 = fract(p3 * HASHSCALE3); + p3 += dot(p3, p3.yzx+19.19); + return fract((p3.xx+p3.yz)*p3.zy); +} + +// 1 out, 3 in... +float hash13(vec3 p3) +{ + p3 = fract(p3 * HASHSCALE1); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + + +/////////////////////////// +// Data Storage +/////////////////////////// + +vec4 LoadVec4( sampler2D tex, in ivec2 vAddr ) +{ + return texelFetch( tex, vAddr, 0 ); +} + +vec3 LoadVec3( sampler2D tex, in ivec2 vAddr ) +{ + return LoadVec4( tex, vAddr ).xyz; +} + +bool AtAddress( ivec2 p, ivec2 c ) { return all( equal( p, c ) ); } + +void StoreVec4( in ivec2 vAddr, in vec4 vValue, inout vec4 fragColor, in ivec2 fragCoord ) +{ + fragColor = AtAddress( fragCoord, vAddr ) ? vValue : fragColor; +} + +void StoreVec3( in ivec2 vAddr, in vec3 vValue, inout vec4 fragColor, in ivec2 fragCoord ) +{ + StoreVec4( vAddr, vec4( vValue, 0.0 ), fragColor, fragCoord); +} + +/////////////////////////// +// Camera +/////////////////////////// + +struct CameraState +{ + vec3 vPos; + vec3 vTarget; + float fFov; + vec2 vJitter; + float fPlaneInFocus; +}; + +void Cam_LoadState( out CameraState cam, sampler2D tex, ivec2 addr ) +{ + vec4 vPos = LoadVec4( tex, addr + ivec2(0,0) ); + cam.vPos = vPos.xyz; + vec4 targetFov = LoadVec4( tex, addr + ivec2(1,0) ); + cam.vTarget = targetFov.xyz; + cam.fFov = targetFov.w; + vec4 jitterDof = LoadVec4( tex, addr + ivec2(2,0) ); + cam.vJitter = jitterDof.xy; + cam.fPlaneInFocus = jitterDof.z; +} + +void Cam_StoreState( ivec2 addr, const in CameraState cam, inout vec4 fragColor, in ivec2 fragCoord ) +{ + StoreVec4( addr + ivec2(0,0), vec4( cam.vPos, 0 ), fragColor, fragCoord ); + StoreVec4( addr + ivec2(1,0), vec4( cam.vTarget, cam.fFov ), fragColor, fragCoord ); + StoreVec4( addr + ivec2(2,0), vec4( cam.vJitter, cam.fPlaneInFocus, 0 ), fragColor, fragCoord ); +} + +mat3 Cam_GetWorldToCameraRotMatrix( const CameraState cameraState ) +{ + vec3 vForward = normalize( cameraState.vTarget - cameraState.vPos ); + vec3 vRight = normalize( cross(vec3(0, 1, 0), vForward) ); + vec3 vUp = normalize( cross(vForward, vRight) ); + + return mat3( vRight, vUp, vForward ); +} + +vec2 Cam_GetViewCoordFromUV( const in vec2 vUV ) +{ + vec2 vWindow = vUV * 2.0 - 1.0; + vWindow.x *= iResolution.x / iResolution.y; + + return vWindow; +} + +void Cam_GetCameraRay( const vec2 vUV, const CameraState cam, out vec3 vRayOrigin, out vec3 vRayDir ) +{ + vec2 vView = Cam_GetViewCoordFromUV( vUV ); + vRayOrigin = cam.vPos; + float fPerspDist = 1.0 / tan( radians( cam.fFov ) ); + vRayDir = normalize( Cam_GetWorldToCameraRotMatrix( cam ) * vec3( vView, fPerspDist ) ); +} + +vec2 Cam_GetUVFromWindowCoord( const in vec2 vWindow ) +{ + vec2 vScaledWindow = vWindow; + vScaledWindow.x *= iResolution.y / iResolution.x; + + return (vScaledWindow * 0.5 + 0.5); +} + +vec2 Cam_WorldToWindowCoord(const in vec3 vWorldPos, const in CameraState cameraState ) +{ + vec3 vOffset = vWorldPos - cameraState.vPos; + vec3 vCameraLocal; + + vCameraLocal = vOffset * Cam_GetWorldToCameraRotMatrix( cameraState ); + + vec2 vWindowPos = vCameraLocal.xy / (vCameraLocal.z * tan( radians( cameraState.fFov ) )); + + return vWindowPos; +} + +float EncodeDepthAndObject( float depth, int objectId ) +{ + //depth = max( 0.0, depth ); + //objectId = max( 0, objectId + 1 ); + //return exp2(-depth) + float(objectId); + return depth; +} + +float DecodeDepthAndObjectId( float value, out int objectId ) +{ + objectId = 0; + return max(0.0, value); + //objectId = int( floor( value ) ) - 1; + //return abs( -log2(fract(value)) ); +} + +/////////////////////////////// + +/////////////////////////// +// Scene +/////////////////////////// + +struct SceneResult +{ + float fDist; + int iObjectId; + vec3 vUVW; +}; + +void Scene_Union( inout SceneResult a, in SceneResult b ) +{ + if ( b.fDist < a.fDist ) + { + a = b; + } +} + + +void Scene_Subtract( inout SceneResult a, in SceneResult b ) +{ + if ( a.fDist < -b.fDist ) + { + a.fDist = -b.fDist; + a.iObjectId = b.iObjectId; + a.vUVW = b.vUVW; + } +} + +SceneResult Scene_GetDistance( vec3 vPos ); + +vec3 Scene_GetNormal(const in vec3 vPos) +{ + const float fDelta = 0.0001; + vec2 e = vec2( -1, 1 ); + + vec3 vNormal = + Scene_GetDistance( e.yxx * fDelta + vPos ).fDist * e.yxx + + Scene_GetDistance( e.xxy * fDelta + vPos ).fDist * e.xxy + + Scene_GetDistance( e.xyx * fDelta + vPos ).fDist * e.xyx + + Scene_GetDistance( e.yyy * fDelta + vPos ).fDist * e.yyy; + + return normalize( vNormal ); +} + +SceneResult Scene_Trace( const in vec3 vRayOrigin, const in vec3 vRayDir, float minDist, float maxDist ) +{ + SceneResult result; + result.fDist = 0.0; + result.vUVW = vec3(0.0); + result.iObjectId = -1; + + float t = minDist; + const int kRaymarchMaxIter = 128; + for(int i=0; i maxDist ) + { + result.iObjectId = -1; + t = maxDist; + break; + } + + if ( result.fDist > 1.0 ) + { + result.iObjectId = -1; + } + + t += result.fDist; + } + + result.fDist = t; + + + return result; +} + +float Scene_TraceShadow( const in vec3 vRayOrigin, const in vec3 vRayDir, const in float fMinDist, const in float fLightDist ) +{ + //return 1.0; + //return ( Scene_Trace( vRayOrigin, vRayDir, 0.1, fLightDist ).fDist < fLightDist ? 0.0 : 1.0; + + float res = 1.0; + float t = fMinDist; + for( int i=0; i<16; i++ ) + { + float h = Scene_GetDistance( vRayOrigin + vRayDir * t ).fDist; + res = min( res, 8.0*h/t ); + t += clamp( h, 0.02, 0.10 ); + if( h<0.0001 || t>fLightDist ) break; + } + return clamp( res, 0.0, 1.0 ); +} + +float Scene_GetAmbientOcclusion( const in vec3 vPos, const in vec3 vDir ) +{ + float fOcclusion = 0.0; + float fScale = 1.0; + for( int i=0; i<5; i++ ) + { + float fOffsetDist = 0.001 + 0.1*float(i)/4.0; + vec3 vAOPos = vDir * fOffsetDist + vPos; + float fDist = Scene_GetDistance( vAOPos ).fDist; + fOcclusion += (fOffsetDist - fDist) * fScale; + fScale *= 0.4; + } + + return clamp( 1.0 - 30.0*fOcclusion, 0.0, 1.0 ); +} + +/////////////////////////// +// Lighting +/////////////////////////// + +struct SurfaceInfo +{ + vec3 vPos; + vec3 vNormal; + vec3 vBumpNormal; + vec3 vAlbedo; + vec3 vR0; + float fSmoothness; + vec3 vEmissive; +}; + +SurfaceInfo Scene_GetSurfaceInfo( const in vec3 vRayOrigin, const in vec3 vRayDir, SceneResult traceResult ); + +struct SurfaceLighting +{ + vec3 vDiffuse; + vec3 vSpecular; +}; + +SurfaceLighting Scene_GetSurfaceLighting( const in vec3 vRayDir, in SurfaceInfo surfaceInfo ); + +float Light_GIV( float dotNV, float k) +{ + return 1.0 / ((dotNV + 0.0001) * (1.0 - k)+k); +} + +void Light_Add(inout SurfaceLighting lighting, SurfaceInfo surface, const in vec3 vViewDir, const in vec3 vLightDir, const in vec3 vLightColour) +{ + float fNDotL = clamp(dot(vLightDir, surface.vBumpNormal), 0.0, 1.0); + + lighting.vDiffuse += vLightColour * fNDotL; + + vec3 vH = normalize( -vViewDir + vLightDir ); + float fNdotV = clamp(dot(-vViewDir, surface.vBumpNormal), 0.0, 1.0); + float fNdotH = clamp(dot(surface.vBumpNormal, vH), 0.0, 1.0); + + float alpha = 1.0 - surface.fSmoothness; + // D + + float alphaSqr = alpha * alpha; + float denom = fNdotH * fNdotH * (alphaSqr - 1.0) + 1.0; + float d = alphaSqr / (PI * denom * denom); + + float k = alpha / 2.0; + float vis = Light_GIV(fNDotL, k) * Light_GIV(fNdotV, k); + + float fSpecularIntensity = d * vis * fNDotL; + lighting.vSpecular += vLightColour * fSpecularIntensity; +} + +void Light_AddPoint(inout SurfaceLighting lighting, SurfaceInfo surface, const in vec3 vViewDir, const in vec3 vLightPos, const in vec3 vLightColour) +{ + vec3 vPos = surface.vPos; + vec3 vToLight = vLightPos - vPos; + + vec3 vLightDir = normalize(vToLight); + float fDistance2 = dot(vToLight, vToLight); + float fAttenuation = 100.0 / (fDistance2); + + float fShadowFactor = Scene_TraceShadow( surface.vPos, vLightDir, 0.1, length(vToLight) ); + + Light_Add( lighting, surface, vViewDir, vLightDir, vLightColour * fShadowFactor * fAttenuation); +} + +void Light_AddDirectional(inout SurfaceLighting lighting, SurfaceInfo surface, const in vec3 vViewDir, const in vec3 vLightDir, const in vec3 vLightColour) +{ + float fAttenuation = 1.0; + float fShadowFactor = Scene_TraceShadow( surface.vPos, vLightDir, 0.1, 10.0 ); + + Light_Add( lighting, surface, vViewDir, vLightDir, vLightColour * fShadowFactor * fAttenuation); +} + +vec3 Light_GetFresnel( vec3 vView, vec3 vNormal, vec3 vR0, float fGloss ) +{ + float NdotV = max( 0.0, dot( vView, vNormal ) ); + + return vR0 + (vec3(1.0) - vR0) * pow( 1.0 - NdotV, 5.0 ) * pow( fGloss, 20.0 ); +} + +void Env_AddPointLightFlare(inout vec3 vEmissiveGlow, const in vec3 vRayOrigin, const in vec3 vRayDir, const in float fIntersectDistance, const in vec3 vLightPos, const in vec3 vLightColour) +{ + vec3 vToLight = vLightPos - vRayOrigin; + float fPointDot = dot(vToLight, vRayDir); + fPointDot = clamp(fPointDot, 0.0, fIntersectDistance); + + vec3 vClosestPoint = vRayOrigin + vRayDir * fPointDot; + float fDist = length(vClosestPoint - vLightPos); + vEmissiveGlow += sqrt(vLightColour * 0.05 / (fDist * fDist)); +} + +void Env_AddDirectionalLightFlareToFog(inout vec3 vFogColour, const in vec3 vRayDir, const in vec3 vLightDir, const in vec3 vLightColour) +{ + float fDirDot = clamp(dot(vLightDir, vRayDir) * 0.5 + 0.5, 0.0, 1.0); + float kSpreadPower = 2.0; + vFogColour += vLightColour * pow(fDirDot, kSpreadPower) * 0.25; +} + + +/////////////////////////// +// Rendering +/////////////////////////// + +vec4 Env_GetSkyColor( const vec3 vViewPos, const vec3 vViewDir ); +vec3 Env_ApplyAtmosphere( const in vec3 vColor, const in vec3 vRayOrigin, const in vec3 vRayDir, const in float fDist ); +vec3 FX_Apply( in vec3 vColor, const in vec3 vRayOrigin, const in vec3 vRayDir, const in float fDist); + +vec4 Scene_GetColorAndDepth( vec3 vRayOrigin, vec3 vRayDir ) +{ + vec3 vResultColor = vec3(0.0); + + SceneResult firstTraceResult; + + float fStartDist = 0.0f; + float fMaxDist = 10.0f; + + vec3 vRemaining = vec3(1.0); + + for( int iPassIndex=0; iPassIndex < 3; iPassIndex++ ) + { + SceneResult traceResult = Scene_Trace( vRayOrigin, vRayDir, fStartDist, fMaxDist ); + + if ( iPassIndex == 0 ) + { + firstTraceResult = traceResult; + } + + vec3 vColor = vec3(0); + vec3 vReflectAmount = vec3(0); + + if( traceResult.iObjectId < 0 ) + { + vColor = Env_GetSkyColor( vRayOrigin, vRayDir ).rgb; + } + else + { + + SurfaceInfo surfaceInfo = Scene_GetSurfaceInfo( vRayOrigin, vRayDir, traceResult ); + SurfaceLighting surfaceLighting = Scene_GetSurfaceLighting( vRayDir, surfaceInfo ); + + // calculate reflectance (Fresnel) + vReflectAmount = Light_GetFresnel( -vRayDir, surfaceInfo.vBumpNormal, surfaceInfo.vR0, surfaceInfo.fSmoothness ); + + vColor = (surfaceInfo.vAlbedo * surfaceLighting.vDiffuse + surfaceInfo.vEmissive) * (vec3(1.0) - vReflectAmount); + + vec3 vReflectRayOrigin = surfaceInfo.vPos; + vec3 vReflectRayDir = normalize( reflect( vRayDir, surfaceInfo.vBumpNormal ) ); + fStartDist = 0.001 / max(0.0000001,abs(dot( vReflectRayDir, surfaceInfo.vNormal ))); + + vColor += surfaceLighting.vSpecular * vReflectAmount; + + vColor = Env_ApplyAtmosphere( vColor, vRayOrigin, vRayDir, traceResult.fDist ); + vColor = FX_Apply( vColor, vRayOrigin, vRayDir, traceResult.fDist ); + + vRayOrigin = vReflectRayOrigin; + vRayDir = vReflectRayDir; + } + + vResultColor += vColor * vRemaining; + vRemaining *= vReflectAmount; + } + + return vec4( vResultColor, EncodeDepthAndObject( firstTraceResult.fDist, firstTraceResult.iObjectId ) ); +} + +///////////////////////////////////////////////////////////////////////////////////////////////////////// + +///////////////////////// +// Scene Description +///////////////////////// + +// Materials + +#define MAT_SKY -1 +#define MAT_DEFAULT 0 +#define MAT_SCREEN 1 +#define MAT_TV_CASING 2 +#define MAT_TV_TRIM 3 +#define MAT_CHROME 4 + + +vec3 PulseIntegral( vec3 x, float s1, float s2 ) +{ + // Integral of function where result is 1.0 between s1 and s2 and 0 otherwise + + // V1 + //if ( x > s2 ) return s2 - s1; + //else if ( x > s1 ) return x - s1; + //return 0.0f; + + // V2 + //return clamp( (x - s1), 0.0f, s2 - s1); + //return t; + + return clamp( (x - s1), vec3(0.0f), vec3(s2 - s1)); +} + +float PulseIntegral( float x, float s1, float s2 ) +{ + // Integral of function where result is 1.0 between s1 and s2 and 0 otherwise + + // V1 + //if ( x > s2 ) return s2 - s1; + //else if ( x > s1 ) return x - s1; + //return 0.0f; + + // V2 + //return clamp( (x - s1), 0.0f, s2 - s1); + //return t; + + return clamp( (x - s1), (0.0f), (s2 - s1)); +} + +vec3 Bayer( vec2 vUV, vec2 vBlur ) +{ + vec3 x = vec3(vUV.x); + vec3 y = vec3(vUV.y); + + x += vec3(0.66, 0.33, 0.0); + y += 0.5 * step( fract( x * 0.5 ), vec3(0.5) ); + + //x -= 0.5f; + //y -= 0.5f; + + x = fract( x ); + y = fract( y ); + + // cell centered at 0.5 + + vec2 vSize = vec2(0.16f, 0.75f); + + vec2 vMin = 0.5 - vSize * 0.5; + vec2 vMax = 0.5 + vSize * 0.5; + + vec3 vResult= vec3(0.0); + + vec3 vResultX = (PulseIntegral( x + vBlur.x, vMin.x, vMax.x) - PulseIntegral( x - vBlur.x, vMin.x, vMax.x)) / min( vBlur.x, 1.0); + vec3 vResultY = (PulseIntegral(y + vBlur.y, vMin.y, vMax.y) - PulseIntegral(y - vBlur.y, vMin.y, vMax.y)) / min( vBlur.y, 1.0); + + vResult = min(vResultX,vResultY) * 5.0; + + //vResult = vec3(1.0); + + return vResult; +} + +vec3 GetPixelMatrix( vec2 vUV ) +{ +#if 1 + vec2 dx = dFdx( vUV ); + vec2 dy = dFdy( vUV ); + float dU = length( vec2( dx.x, dy.x ) ); + float dV = length( vec2( dx.y, dy.y ) ); + if (dU <= 0.0 || dV <= 0.0 ) return vec3(1.0); + return Bayer( vUV, vec2(dU, dV) * 1.0); +#else + return vec3(1.0); +#endif +} + +float Scanline( float y, float fBlur ) +{ + float fResult = sin( y * 10.0 ) * 0.45 + 0.55; + return mix( fResult, 1.0f, min( 1.0, fBlur ) ); +} + + +float GetScanline( vec2 vUV ) +{ +#if 1 + vUV.y *= 0.25; + vec2 dx = dFdx( vUV ); + vec2 dy = dFdy( vUV ); + float dV = length( vec2( dx.y, dy.y ) ); + if (dV <= 0.0 ) return 1.0; + return Scanline( vUV.y, dV * 1.3 ); +#else + return 1.0; +#endif +} + + +vec2 kScreenRsolution = vec2(480.0f, 576.0f); + +struct Interference +{ + float noise; + float scanLineRandom; +}; + +float InterferenceHash(float p) +{ + float hashScale = 0.1031; + + vec3 p3 = fract(vec3(p, p, p) * hashScale); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + + +float InterferenceSmoothNoise1D( float x ) +{ + float f0 = floor(x); + float fr = fract(x); + + float h0 = InterferenceHash( f0 ); + float h1 = InterferenceHash( f0 + 1.0 ); + + return h1 * fr + h0 * (1.0 - fr); +} + + +float InterferenceNoise( vec2 uv ) +{ + float displayVerticalLines = 483.0; + float scanLine = floor(uv.y * displayVerticalLines); + float scanPos = scanLine + uv.x; + float timeSeed = fract( iTime * 123.78 ); + + return InterferenceSmoothNoise1D( scanPos * 234.5 + timeSeed * 12345.6 ); +} + +Interference GetInterference( vec2 vUV ) +{ + Interference interference; + + interference.noise = InterferenceNoise( vUV ); + interference.scanLineRandom = InterferenceHash(vUV.y * 100.0 + fract(iTime * 1234.0) * 12345.0); + + return interference; +} + +vec3 SampleScreen( vec3 vUVW ) +{ + vec3 vAmbientEmissive = vec3(0.1); + vec3 vBlackEmissive = vec3(0.02); + float fBrightness = 1.75; + vec2 vResolution = vec2(480.0f, 576.0f); + vec2 vPixelCoord = vUVW.xy * vResolution; + + vec3 vPixelMatrix = GetPixelMatrix( vPixelCoord ); + float fScanline = GetScanline( vPixelCoord ); + + vec2 vTextureUV = vUVW.xy; + //vec2 vTextureUV = vPixelCoord; + vTextureUV = floor(vTextureUV * vResolution * 2.0) / (vResolution * 2.0f); + + Interference interference = GetInterference( vTextureUV ); + + float noiseIntensity = params.noise_intensity; + + //vTextureUV.x += (interference.scanLineRandom * 2.0f - 1.0f) * 0.025f * noiseIntensity; + + + vec3 vPixelEmissive = textureLod( iChannel0, vec2(vTextureUV.x, 1.0 - vTextureUV.y), 0.0 ).rgb; + + vPixelEmissive = clamp( vPixelEmissive + (interference.noise - 0.5) * 2.0 * noiseIntensity, 0.0, 1.0 ); + + vec3 vResult = (vPixelEmissive * vPixelEmissive * fBrightness + vBlackEmissive) * vPixelMatrix * fScanline + vAmbientEmissive; + + // TODO: feather edge? + if( any( greaterThanEqual( vUVW.xy, vec2(1.0) ) ) || any ( lessThan( vUVW.xy, vec2(0.0) ) ) || ( vUVW.z > 0.0 ) ) + { + return vec3(0.0); + } + + return vResult; + +} + +SurfaceInfo Scene_GetSurfaceInfo( const in vec3 vRayOrigin, const in vec3 vRayDir, SceneResult traceResult ) +{ + SurfaceInfo surfaceInfo; + + surfaceInfo.vPos = vRayOrigin + vRayDir * (traceResult.fDist); + + surfaceInfo.vNormal = Scene_GetNormal( surfaceInfo.vPos ); + surfaceInfo.vBumpNormal = surfaceInfo.vNormal; + surfaceInfo.vAlbedo = vec3(1.0); + surfaceInfo.vR0 = vec3( 0.02 ); + surfaceInfo.fSmoothness = 1.0; + surfaceInfo.vEmissive = vec3( 0.0 ); + //return surfaceInfo; + + if ( traceResult.iObjectId == MAT_DEFAULT ) + { + surfaceInfo.vR0 = vec3( 0.02 ); + surfaceInfo.vAlbedo = textureLod( iChannel2, traceResult.vUVW.xz * 2.0, 0.0 ).rgb; + surfaceInfo.vAlbedo = surfaceInfo.vAlbedo * surfaceInfo.vAlbedo; + + surfaceInfo.fSmoothness = clamp( 1.0 - surfaceInfo.vAlbedo.r * surfaceInfo.vAlbedo.r * 2.0, 0.0, 1.0); + + } + + if ( traceResult.iObjectId == MAT_SCREEN ) + { + surfaceInfo.vAlbedo = vec3(0.02); + surfaceInfo.vEmissive = SampleScreen( traceResult.vUVW ); + } + + if ( traceResult.iObjectId == MAT_TV_CASING ) + { + surfaceInfo.vAlbedo = vec3(0.5, 0.4, 0.3); + surfaceInfo.fSmoothness = 0.4; + } + + if ( traceResult.iObjectId == MAT_TV_TRIM ) + { + surfaceInfo.vAlbedo = vec3(0.03, 0.03, 0.05); + surfaceInfo.fSmoothness = 0.5; + } + + if ( traceResult.iObjectId == MAT_CHROME ) + { + surfaceInfo.vAlbedo = vec3(0.01, 0.01, 0.01); + surfaceInfo.fSmoothness = 0.9; + surfaceInfo.vR0 = vec3( 0.8 ); + } + + return surfaceInfo; +} + +// Scene Description + +float SmoothMin( float a, float b, float k ) +{ + //return min(a,b); + + + //float k = 0.06; + float h = clamp( 0.5 + 0.5*(b-a)/k, 0.0, 1.0 ); + return mix( b, a, h ) - k*h*(1.0-h); +} + +float UdRoundBox( vec3 p, vec3 b, float r ) +{ + //vec3 vToFace = abs(p) - b; + //vec3 vConstrained = max( vToFace, 0.0 ); + //return length( vConstrained ) - r; + return length(max(abs(p)-b,0.0))-r; +} + +SceneResult Scene_GetCRT( vec3 vScreenDomain, vec2 vScreenWH, float fScreenCurveRadius, float fBevel, float fDepth ) +{ + SceneResult resultScreen; +#if 1 + vec3 vScreenClosest; + vScreenClosest.xy = max(abs(vScreenDomain.xy)-vScreenWH,0.0); + vec2 vCurveScreenDomain = vScreenDomain.xy; + vCurveScreenDomain = clamp( vCurveScreenDomain, -vScreenWH, vScreenWH ); + float fCurveScreenProjection2 = fScreenCurveRadius * fScreenCurveRadius - vCurveScreenDomain.x * vCurveScreenDomain.x - vCurveScreenDomain.y * vCurveScreenDomain.y; + float fCurveScreenProjection = sqrt( fCurveScreenProjection2 ) - fScreenCurveRadius; + vScreenClosest.z = vScreenDomain.z - clamp( vScreenDomain.z, -fCurveScreenProjection, fDepth ); + resultScreen.vUVW.z = vScreenDomain.z + fCurveScreenProjection; + resultScreen.fDist = (length( vScreenClosest ) - fBevel) * 0.95; + //resultScreen.fDist = (length( vScreenDomain - vec3(0,0,fScreenCurveRadius)) - fScreenCurveRadius - fBevel); +#endif + +#if 0 + vec3 vScreenClosest; + vScreenClosest.xyz = max(abs(vScreenDomain.xyz)-vec3(vScreenWH, fDepth),0.0); + float fRoundDist = length( vScreenClosest.xyz ) - fBevel; + float fSphereDist = length( vScreenDomain - vec3(0,0,fScreenCurveRadius) ) - (fScreenCurveRadius + fBevel); + resultScreen.fDist = max(fRoundDist, fSphereDist); +#endif + + resultScreen.vUVW.xy = (vScreenDomain.xy / vScreenWH) * 0.5 + 0.5f; + resultScreen.iObjectId = MAT_SCREEN; + return resultScreen; +} + +SceneResult Scene_GetComputer( vec3 vPos ) +{ + SceneResult resultComputer; + resultComputer.vUVW = vPos.xzy; + + float fXSectionStart = -0.2; + float fXSectionLength = 0.15; + float fXSectionT = clamp( (vPos.z - fXSectionStart) / fXSectionLength, 0.0, 1.0); + float fXSectionR1 = 0.03; + float fXSectionR2 = 0.05; + float fXSectionR = mix( fXSectionR1, fXSectionR2, fXSectionT ); + float fXSectionZ = fXSectionStart + fXSectionT * fXSectionLength; + + vec2 vXSectionCentre = vec2(fXSectionR, fXSectionZ ); + vec2 vToPos = vPos.yz - vXSectionCentre; + float l = length( vToPos ); + if ( l > fXSectionR ) l = fXSectionR; + vec2 vXSectionClosest = vXSectionCentre + normalize(vToPos) * l; + //float fXSectionDist = length( vXSectionClosest ) - fXSectionR; + + float x = max( abs( vPos.x ) - 0.2f, 0.0 ); + + resultComputer.fDist = length( vec3(x, vXSectionClosest - vPos.yz) )-0.01; + //resultComputer.fDist = x; + + resultComputer.iObjectId = MAT_TV_CASING; +/* + vec3 vKeyPos = vPos.xyz - vec3(0,0.125,0); + vKeyPos.y -= vKeyPos.z * (fXSectionR2 - fXSectionR1) * 2.0 / fXSectionLength; + float fDomainRepeatScale = 0.02; + if ( fract(vKeyPos.z * 0.5 / fDomainRepeatScale + 0.25) > 0.5) vKeyPos.x += fDomainRepeatScale * 0.5; + vec2 vKeyIndex = round(vKeyPos.xz / fDomainRepeatScale); + vKeyIndex.x = clamp( vKeyIndex.x, -8.0, 8.0 ); + vKeyIndex.y = clamp( vKeyIndex.y, -10.0, -5.0 ); + //vKeyPos.xz = (fract( vKeyPos.xz / fDomainRepeatScale ) - 0.5) * fDomainRepeatScale; + vKeyPos.xz = (vKeyPos.xz - (vKeyIndex) * fDomainRepeatScale); + vKeyPos.xz /= 0.7 + vKeyPos.y; + SceneResult resultKey; + resultKey.vUVW = vPos.xzy; + resultKey.fDist = UdRoundBox( vKeyPos, vec3(0.01), 0.001 ); + resultKey.iObjectId = MAT_TV_TRIM; + Scene_Union( resultComputer, resultKey ); +*/ + return resultComputer; +} + +SceneResult Scene_GetDistance( vec3 vPos ) +{ + SceneResult result; + + //result.fDist = vPos.y; + float fBenchBevel = 0.01; + result.fDist = UdRoundBox( vPos - vec3(0,-0.02-fBenchBevel,0.0), vec3(2.0, 0.02, 1.0), fBenchBevel ); + result.vUVW = vPos; + result.iObjectId = MAT_DEFAULT; + + vec3 vSetPos = vec3(0.0, 0.0, 0.0); + vec3 vScreenPos = vSetPos + vec3(0.0, 0.25, 0.00); + + //vPos.x = fract( vPos.x - 0.5) - 0.5; + + vec2 vScreenWH = vec2(4.0, 3.0) / 25.0; + + SceneResult resultSet; + resultSet.vUVW = vPos.xzy; + resultSet.fDist = UdRoundBox( vPos - vScreenPos - vec3(0.0,-0.01,0.2), vec3(.21, 0.175, 0.18), 0.01 ); + resultSet.iObjectId = MAT_TV_CASING; + Scene_Union( result, resultSet ); + + SceneResult resultSetRecess; + resultSetRecess.vUVW = vPos.xzy; + resultSetRecess.fDist = UdRoundBox( vPos - vScreenPos - vec3(0.0,-0.0, -0.05), vec3(vScreenWH + 0.01, 0.05) + 0.005, 0.015 ); + resultSetRecess.iObjectId = MAT_TV_TRIM; + Scene_Subtract( result, resultSetRecess ); + + SceneResult resultSetBase; + resultSetBase.vUVW = vPos.xzy; + float fBaseBevel = 0.03; + resultSetBase.fDist = UdRoundBox( vPos - vSetPos - vec3(0.0,0.04,0.22), vec3(0.2, 0.04, 0.17) - fBaseBevel, fBaseBevel ); + resultSetBase.iObjectId = MAT_TV_CASING; + Scene_Union( result, resultSetBase ); + + SceneResult resultScreen = Scene_GetCRT( vPos - vScreenPos, vScreenWH, 0.75f, 0.02f, 0.1f ); + Scene_Union( result, resultScreen ); + + //SceneResult resultComputer = Scene_GetComputer( vPos - vec3(0.0, 0.0, -0.1) ); + //Scene_Union( result, resultComputer ); + + SceneResult resultSphere; + resultSet.vUVW = vPos.xzy; + resultSet.fDist = length(vPos - vec3(0.35,0.075,-0.1)) - 0.075; + resultSet.iObjectId = MAT_CHROME; + Scene_Union( result, resultSet ); + + return result; +} + + + +// Scene Lighting + +vec3 g_vSunDir = normalize(vec3(0.3, 0.4, -0.5)); +vec3 g_vSunColor = vec3(1, 0.95, 0.8) * 3.0; +vec3 g_vAmbientColor = vec3(0.8, 0.8, 0.8) * 1.0; + +SurfaceLighting Scene_GetSurfaceLighting( const in vec3 vViewDir, in SurfaceInfo surfaceInfo ) +{ + SurfaceLighting surfaceLighting; + + surfaceLighting.vDiffuse = vec3(0.0); + surfaceLighting.vSpecular = vec3(0.0); + + Light_AddDirectional( surfaceLighting, surfaceInfo, vViewDir, g_vSunDir, g_vSunColor ); + + Light_AddPoint( surfaceLighting, surfaceInfo, vViewDir, vec3(1.4, 2.0, 0.8), vec3(1,1,1) * 0.2 ); + + float fAO = Scene_GetAmbientOcclusion( surfaceInfo.vPos, surfaceInfo.vNormal ); + // AO + surfaceLighting.vDiffuse += fAO * (surfaceInfo.vBumpNormal.y * 0.5 + 0.5) * g_vAmbientColor; + + return surfaceLighting; +} + +// Environment + +vec4 Env_GetSkyColor( const vec3 vViewPos, const vec3 vViewDir ) +{ + vec4 vResult = vec4( 0.0, 0.0, 0.0, kFarDist ); + +//#if 1 + vec3 vEnvMap = textureLod( iChannel1, vViewDir.xy, 0.0 ).rgb; + vResult.rgb = vEnvMap; +//#endif + +//#if 0 +// vec3 vEnvMap = textureLod( iChannel1, vViewDir.zyx, 0.0 ).rgb; +// vEnvMap = vEnvMap * vEnvMap; +// float kEnvmapExposure = 0.999; +// vResult.rgb = -log2(1.0 - vEnvMap * kEnvmapExposure); + +//#endif + + // Sun + //float NdotV = dot( g_vSunDir, vViewDir ); + //vResult.rgb += smoothstep( cos(radians(.7)), cos(radians(.5)), NdotV ) * g_vSunColor * 5000.0; + + return vResult; +} + +float Env_GetFogFactor(const in vec3 vRayOrigin, const in vec3 vRayDir, const in float fDist ) +{ + float kFogDensity = 0.00001; + return exp(fDist * -kFogDensity); +} + +vec3 Env_GetFogColor(const in vec3 vDir) +{ + return vec3(0.2, 0.5, 0.6) * 2.0; +} + +vec3 Env_ApplyAtmosphere( const in vec3 vColor, const in vec3 vRayOrigin, const in vec3 vRayDir, const in float fDist ) +{ + //return vColor; + vec3 vResult = vColor; + + + float fFogFactor = Env_GetFogFactor( vRayOrigin, vRayDir, fDist ); + vec3 vFogColor = Env_GetFogColor( vRayDir ); + //Env_AddDirectionalLightFlareToFog( vFogColor, vRayDir, g_vSunDir, g_vSunColor * 3.0); + vResult = mix( vFogColor, vResult, fFogFactor ); + + return vResult; +} + + +vec3 FX_Apply( in vec3 vColor, const in vec3 vRayOrigin, const in vec3 vRayDir, const in float fDist) +{ + return vColor; +} + + +vec4 MainCommon( vec3 vRayOrigin, vec3 vRayDir ) +{ + vec4 vColorLinAndDepth = Scene_GetColorAndDepth( vRayOrigin, vRayDir ); + vColorLinAndDepth.rgb = max( vColorLinAndDepth.rgb, vec3(0.0) ); + + vec4 vFragColor = vColorLinAndDepth; + + float fExposure = 2.0f; + + vFragColor.rgb *= fExposure; + + vFragColor.a = vColorLinAndDepth.w; + + return vFragColor; +} + +CameraState GetCameraPosition( int index ) +{ + CameraState cam; + + vec3 vFocus = vec3(0,0.25,-0.012); + + if ( index > 9 ) + { + index = int(hash11(float(index) / 10.234) * 100.0); + index = index % 10; + } + + //index=2; + + if ( index == 0 ) + { + cam.vPos = vec3(-0.1,0.2,-0.08); + cam.vTarget = vec3(0,0.25,0.1); + cam.fFov = 10.0; + } + if ( index == 1 ) + { + cam.vPos = vec3(0.0,0.25,-0.915); + cam.vTarget = vec3(0.0,0.24,0.25); + cam.fFov = 10.0; + } + if ( index == 2 ) + { + cam.vPos = vec3(-0.8,0.3,-1.0); + cam.vTarget = vec3(0.4,0.18,0.5); + cam.fFov = 10.0; + } + if ( index == 3 ) + { + cam.vPos = vec3(-0.8,1.0,-1.5); + cam.vTarget = vec3(0.2,0.0,0.5); + cam.fFov = 10.0; + } + if ( index == 4 ) + { + cam.vPos = vec3(-0.8,0.3,-1.0); + cam.vTarget = vec3(0.4,0.18,0.5); + cam.fFov = 20.0; + } + if ( index == 5 ) + { + cam.vPos = vec3(-0.244,0.334,-0.0928); + cam.vTarget = vec3(0,0.25,0.1); + cam.fFov = 20.0; + } + if ( index == 6 ) + { + cam.vPos = vec3(0.0,0.1,-0.5); + cam.vTarget = vec3(0.2,0.075,-0.1); + vFocus = cam.vTarget; + cam.fFov = 15.0; + } + if ( index == 7 ) + { + cam.vPos = vec3(-0.01,0.01,-0.25); + cam.vTarget = vec3(0.01,0.27,0.1); + vFocus = cam.vTarget; + cam.fFov = 23.0; + } + if ( index == 8 ) + { + cam.vPos = vec3(-0.23,0.3,-0.05); + cam.vTarget = vec3(0.1,0.2,0.1); + cam.fFov = 15.0; + } + if ( index == 9 ) + { + cam.vPos = vec3(0.4,0.2,-0.2); + cam.vTarget = vec3(-0.1,0.25,0.1); + cam.fFov = 12.0; + } + + cam.fPlaneInFocus = length( vFocus - cam.vPos); + cam.vJitter = vec2(0.0); + + return cam; +} + +void main() +{ + vec2 vUV = vFragCoord.xy / iResolution.xy; + + CameraState cam; + + { + CameraState camA; + CameraState camB; + + float fSeqTime = 1.0;//iTime; + float fSequenceSegLength = 5.0; + float fSeqIndex = floor(fSeqTime / fSequenceSegLength); + float fSeqPos = fract(fSeqTime / fSequenceSegLength); + int iIndex = int(params.cam_spot); + int iIndexNext = int(fSeqIndex) + 1; + camA = GetCameraPosition(iIndex); + camB = GetCameraPosition(iIndexNext); + + float t = smoothstep(0.3, 1.0, fSeqPos); + cam.vPos = mix(camA.vPos, camB.vPos, t ); + cam.vTarget = mix(camA.vTarget, camB.vTarget, t ); + cam.fFov = mix(camA.fFov, camB.fFov, t ); + cam.fPlaneInFocus = mix(camA.fPlaneInFocus, camB.fPlaneInFocus, t ); + } + + if ( iMouse.z > 0.0 ) + { + float fDist = 0.01 + 3.0 * (iMouse.y / iResolution.y); + + float fAngle = (iMouse.x / iResolution.x) * radians(360.0); + //float fElevation = (iMouse.y / iResolution.y) * radians(90.0); + float fElevation = 0.15f * radians(90.0); + + cam.vPos = vec3(sin(fAngle) * fDist * cos(fElevation),sin(fElevation) * fDist,cos(fAngle) * fDist * cos(fElevation)); + cam.vTarget = vec3(0,0.25,0.1); + cam.vPos +=cam.vTarget; + cam.fFov = 20.0 / (1.0 + fDist * 0.5); + vec3 vFocus = vec3(0,0.25,-0.012); + cam.fPlaneInFocus = length( vFocus - cam.vPos ); + } + +#ifdef ENABLE_TAA_JITTER + cam.vJitter = hash21( fract( iTime ) ) - 0.5f; +#else + cam.vJitter = vec2(1.0); +#endif + + + vec3 vRayOrigin, vRayDir; + vec2 vJitterUV = vUV + cam.vJitter / iResolution.xy; + Cam_GetCameraRay( vJitterUV, cam, vRayOrigin, vRayDir ); + + float fHitDist = 0.0f; + vFragColor = MainCommon( vRayOrigin, vRayDir ); + + + Cam_StoreState( ivec2(0), cam, vFragColor, ivec2(vFragCoord.xy) ); +} \ No newline at end of file diff --git a/crt/shaders/metacrt/bufD.slang b/crt/shaders/metacrt/bufD.slang new file mode 100644 index 0000000..b9da5c6 --- /dev/null +++ b/crt/shaders/metacrt/bufD.slang @@ -0,0 +1,311 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +#define vFragCoord vTexCoord.xy * params.OutputSize.xy +#define iResolution params.OutputSize.xy +#define iTime params.FrameCount / 60.0 +#define iChannel0 Source +#define iChannel1 cubeMap +#define iChannel2 table +#define iMouse vec3(0.0) +#define vFragColor FragColor + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D cubeMap; +layout(set = 0, binding = 4) uniform sampler2D table; + +// Meta CRT - @P_Malin +// https://www.shadertoy.com/view/4dlyWX# +// In which I add and remove aliasing + +// Temporal Anti-aliasing Pass + +#define ENABLE_TAA + +/////////////////////////// +// Hash Functions +/////////////////////////// + +// From: Hash without Sine by Dave Hoskins +// https://www.shadertoy.com/view/4djSRW + +// *** Use this for integer stepped ranges, ie Value-Noise/Perlin noise functions. +//#define HASHSCALE1 .1031 +//#define HASHSCALE3 vec3(.1031, .1030, .0973) +//#define HASHSCALE4 vec4(1031, .1030, .0973, .1099) + +// For smaller input rangers like audio tick or 0-1 UVs use these... +#define HASHSCALE1 443.8975 +#define HASHSCALE3 vec3(443.897, 441.423, 437.195) +#define HASHSCALE4 vec3(443.897, 441.423, 437.195, 444.129) + + +//---------------------------------------------------------------------------------------- +// 2 out, 1 in... +vec2 hash21(float p) +{ + vec3 p3 = fract(vec3(p) * HASHSCALE3); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.xx+p3.yz)*p3.zy); + +} + +/// 2 out, 3 in... +vec2 hash23(vec3 p3) +{ + p3 = fract(p3 * HASHSCALE3); + p3 += dot(p3, p3.yzx+19.19); + return fract((p3.xx+p3.yz)*p3.zy); +} + +// 1 out, 3 in... +float hash13(vec3 p3) +{ + p3 = fract(p3 * HASHSCALE1); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + + +/////////////////////////// +// Data Storage +/////////////////////////// + +vec4 LoadVec4( sampler2D tex, in ivec2 vAddr ) +{ + return texelFetch( tex, vAddr, 0 ); +} + +vec3 LoadVec3( sampler2D tex, in ivec2 vAddr ) +{ + return LoadVec4( tex, vAddr ).xyz; +} + +bool AtAddress( ivec2 p, ivec2 c ) { return all( equal( p, c ) ); } + +void StoreVec4( in ivec2 vAddr, in vec4 vValue, inout vec4 fragColor, in ivec2 fragCoord ) +{ + fragColor = AtAddress( fragCoord, vAddr ) ? vValue : fragColor; +} + +void StoreVec3( in ivec2 vAddr, in vec3 vValue, inout vec4 fragColor, in ivec2 fragCoord ) +{ + StoreVec4( vAddr, vec4( vValue, 0.0 ), fragColor, fragCoord); +} + +/////////////////////////// +// Camera +/////////////////////////// + +struct CameraState +{ + vec3 vPos; + vec3 vTarget; + float fFov; + vec2 vJitter; + float fPlaneInFocus; +}; + +void Cam_LoadState( out CameraState cam, sampler2D tex, ivec2 addr ) +{ + vec4 vPos = LoadVec4( tex, addr + ivec2(0,0) ); + cam.vPos = vPos.xyz; + vec4 targetFov = LoadVec4( tex, addr + ivec2(1,0) ); + cam.vTarget = targetFov.xyz; + cam.fFov = targetFov.w; + vec4 jitterDof = LoadVec4( tex, addr + ivec2(2,0) ); + cam.vJitter = jitterDof.xy; + cam.fPlaneInFocus = jitterDof.z; +} + +void Cam_StoreState( ivec2 addr, const in CameraState cam, inout vec4 fragColor, in ivec2 fragCoord ) +{ + StoreVec4( addr + ivec2(0,0), vec4( cam.vPos, 0 ), fragColor, fragCoord ); + StoreVec4( addr + ivec2(1,0), vec4( cam.vTarget, cam.fFov ), fragColor, fragCoord ); + StoreVec4( addr + ivec2(2,0), vec4( cam.vJitter, cam.fPlaneInFocus, 0 ), fragColor, fragCoord ); +} + +mat3 Cam_GetWorldToCameraRotMatrix( const CameraState cameraState ) +{ + vec3 vForward = normalize( cameraState.vTarget - cameraState.vPos ); + vec3 vRight = normalize( cross(vec3(0, 1, 0), vForward) ); + vec3 vUp = normalize( cross(vForward, vRight) ); + + return mat3( vRight, vUp, vForward ); +} + +vec2 Cam_GetViewCoordFromUV( const in vec2 vUV ) +{ + vec2 vWindow = vUV * 2.0 - 1.0; + vWindow.x *= iResolution.x / iResolution.y; + + return vWindow; +} + +void Cam_GetCameraRay( const vec2 vUV, const CameraState cam, out vec3 vRayOrigin, out vec3 vRayDir ) +{ + vec2 vView = Cam_GetViewCoordFromUV( vUV ); + vRayOrigin = cam.vPos; + float fPerspDist = 1.0 / tan( radians( cam.fFov ) ); + vRayDir = normalize( Cam_GetWorldToCameraRotMatrix( cam ) * vec3( vView, fPerspDist ) ); +} + +vec2 Cam_GetUVFromWindowCoord( const in vec2 vWindow ) +{ + vec2 vScaledWindow = vWindow; + vScaledWindow.x *= iResolution.y / iResolution.x; + + return (vScaledWindow * 0.5 + 0.5); +} + +vec2 Cam_WorldToWindowCoord(const in vec3 vWorldPos, const in CameraState cameraState ) +{ + vec3 vOffset = vWorldPos - cameraState.vPos; + vec3 vCameraLocal; + + vCameraLocal = vOffset * Cam_GetWorldToCameraRotMatrix( cameraState ); + + vec2 vWindowPos = vCameraLocal.xy / (vCameraLocal.z * tan( radians( cameraState.fFov ) )); + + return vWindowPos; +} + +float EncodeDepthAndObject( float depth, int objectId ) +{ + //depth = max( 0.0, depth ); + //objectId = max( 0, objectId + 1 ); + //return exp2(-depth) + float(objectId); + return depth; +} + +float DecodeDepthAndObjectId( float value, out int objectId ) +{ + objectId = 0; + return max(0.0, value); + //objectId = int( floor( value ) ) - 1; + //return abs( -log2(fract(value)) ); +} + +/////////////////////////////// + + +#define iChannelCurr iChannel0 +#define iChannelHistory iChannel1 + +vec3 Tonemap( vec3 x ) +{ + float a = 0.010; + float b = 0.132; + float c = 0.010; + float d = 0.163; + float e = 0.101; + + return ( x * ( a * x + b ) ) / ( x * ( c * x + d ) + e ); +} + +vec3 TAA_ColorSpace( vec3 color ) +{ + return Tonemap(color); +} + +void main() +{ + CameraState camCurr; + Cam_LoadState( camCurr, iChannelCurr, ivec2(0) ); + + CameraState camPrev; + Cam_LoadState( camPrev, iChannelHistory, ivec2(0) ); + + vec2 vUV = vFragCoord.xy / iResolution.xy; + vec2 vUnJitterUV = vUV - camCurr.vJitter / iResolution.xy; + + vFragColor = textureLod(iChannelCurr, vUnJitterUV, 0.0); + + +#ifdef ENABLE_TAA + vec3 vRayOrigin, vRayDir; + Cam_GetCameraRay( vUV, camCurr, vRayOrigin, vRayDir ); + float fDepth; + int iObjectId; + vec4 vCurrTexel = texelFetch( iChannelCurr, ivec2(vFragCoord.xy), 0); + fDepth = DecodeDepthAndObjectId( vCurrTexel.w, iObjectId ); + vec3 vWorldPos = vRayOrigin + vRayDir * fDepth; + + vec2 vPrevUV = Cam_GetUVFromWindowCoord( Cam_WorldToWindowCoord(vWorldPos, camPrev) );// + camPrev.vJitter / iResolution.xy; + + if ( all( greaterThanEqual( vPrevUV, vec2(0) )) && all( lessThan( vPrevUV, vec2(1) )) ) + { + vec3 vMin = vec3( 10000); + vec3 vMax = vec3(-10000); + + ivec2 vCurrXY = ivec2(floor(vFragCoord.xy)); + + int iNeighborhoodSize = 1; + for ( int iy=-iNeighborhoodSize; iy<=iNeighborhoodSize; iy++) + { + for ( int ix=-iNeighborhoodSize; ix<=iNeighborhoodSize; ix++) + { + ivec2 iOffset = ivec2(ix, iy); + vec3 vTest = TAA_ColorSpace( texelFetch( iChannelCurr, vCurrXY + iOffset, 0 ).rgb ); + + vMin = min( vMin, vTest ); + vMax = max( vMax, vTest ); + } + } + + float epsilon = 0.001; + vMin -= epsilon; + vMax += epsilon; + + float fBlend = 0.0f; + + //ivec2 vPrevXY = ivec2(floor(vPrevUV.xy * iResolution.xy)); + vec4 vHistory = textureLod( iChannelHistory, vPrevUV, 0.0 ); + + vec3 vPrevTest = TAA_ColorSpace( vHistory.rgb ); + if( all( greaterThanEqual(vPrevTest, vMin ) ) && all( lessThanEqual( vPrevTest, vMax ) ) ) + { + fBlend = 0.9; + //vFragColor.r *= 0.0; + } + + vFragColor.rgb = mix( vFragColor.rgb, vHistory.rgb, fBlend); + } + else + { + //vFragColor.gb *= 0.0; + } + +#endif + + vFragColor.rgb += (hash13( vec3( vFragCoord, iTime ) ) * 2.0 - 1.0) * 0.03; + + Cam_StoreState( ivec2(0), camCurr, vFragColor, ivec2(vFragCoord.xy) ); + Cam_StoreState( ivec2(3,0), camPrev, vFragColor, ivec2(vFragCoord.xy) ); +} \ No newline at end of file