279 lines
6.9 KiB
Plaintext
279 lines
6.9 KiB
Plaintext
shader_type spatial;
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render_mode blend_mix, depth_prepass_alpha, cull_back, unshaded;
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uniform vec4 albedo : source_color = vec4(1, 1, 1, 1);
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uniform float specular = 0.5f;
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uniform float metallic = 0.0f;
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uniform float roughness : hint_range(0, 1) = 1.0f;
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uniform sampler2D imposterTextureAlbedo : source_color;
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uniform vec2 imposterFrames = vec2(16.0f, 16.0f);
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uniform vec3 positionOffset = vec3(0.0f);
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uniform bool isFullSphere = true;
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uniform float alpha_clamp = 0.5f;
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uniform float scale = 1.0f;
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uniform float depth_scale : hint_range(0, 1) = 0.0f;
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uniform float aabb_max = 1.0;
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varying vec2 uv_frame1;
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varying vec2 xy_frame1;
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varying flat vec2 frame1;
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varying vec4 quad_blend_weights;
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vec2 VecToSphereOct(vec3 pivotToCamera)
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{
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vec3 octant = sign(pivotToCamera);
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// |x| + |y| + |z| = 1
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float sum = dot(pivotToCamera, octant);
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vec3 octahedron = pivotToCamera / sum;
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if (octahedron.y < 0.0f)
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{
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vec3 absolute = abs(octahedron);
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octahedron.xz = octant.xz * vec2(1.0f - absolute.z, 1.0f - absolute.x);
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}
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return octahedron.xz;
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}
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vec2 VecToHemiSphereOct(vec3 pivotToCamera)
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{
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pivotToCamera.y = max(pivotToCamera.y, 0.001);
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pivotToCamera = normalize(pivotToCamera);
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vec3 octant = sign(pivotToCamera);
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// |x| + |y| + |z| = 1
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float sum = dot(pivotToCamera, octant);
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vec3 octahedron = pivotToCamera / sum;
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return vec2(
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octahedron.x + octahedron.z,
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octahedron.z - octahedron.x);
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}
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vec2 VectorToGrid(vec3 vec)
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{
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if (isFullSphere)
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{
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return VecToSphereOct(vec);
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}
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else
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{
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return VecToHemiSphereOct(vec);
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}
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}
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//for sphere
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vec3 OctaSphereEnc(vec2 coord)
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{
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coord = (coord - 0.5) * 2.0;
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vec3 position = vec3(coord.x, 0.0f, coord.y);
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vec2 absolute = abs(position.xz);
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position.y = 1.0f - absolute.x - absolute.y;
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if (position.y < 0.0f)
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{
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position.xz = sign(position.xz) * vec2(1.0f - absolute.y, 1.0f - absolute.x);
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}
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return position;
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}
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//for hemisphere
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vec3 OctaHemiSphereEnc(vec2 coord)
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{
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vec3 position = vec3(coord.x - coord.y, 0.0f, -1.0 + coord.x + coord.y);
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vec2 absolute = abs(position.xz);
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position.y = 1.0f - absolute.x - absolute.y;
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return position;
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}
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vec3 GridToVector(vec2 coord)
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{
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if (isFullSphere)
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{
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return OctaSphereEnc(coord);
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}
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else
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{
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return OctaHemiSphereEnc(coord);
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}
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}
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vec3 FrameXYToRay(vec2 frame, vec2 frameCountMinusOne)
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{
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//divide frame x y by framecount minus one to get 0-1
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vec2 f = (frame.xy/ frameCountMinusOne);
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//bias and scale to -1 to 1
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vec3 vec = GridToVector(f);
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vec = normalize(vec);
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return vec;
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}
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vec3 SpriteProjection(vec3 pivotToCameraRayLocal, vec2 size, vec2 loc_uv)
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{
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vec3 z = normalize(pivotToCameraRayLocal);
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vec3 x, y;
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vec3 up = vec3(0,1,0);
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//cross product doesnt work if we look directly from bottom
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if (abs(z.y) > 0.999f)
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{
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up = vec3(0,0,-1);
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}
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x = normalize(cross(up, z));
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y = normalize(cross(x, z));
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loc_uv -= vec2(0.5,0.5);
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vec2 uv = (loc_uv) * 2.0; //-1 to 1
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vec3 newX = x * uv.x;
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vec3 newY = y * uv.y;
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vec2 vecSize = size * 0.5;
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newX *= vecSize.x;
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newY *= vecSize.y;
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return newX + newY;
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}
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vec4 quadBlendWieghts(vec2 coords)
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{
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vec4 res;
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/* 0 0 0
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0 0 0
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1 0 0 */
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res.x = min(1.0f - coords.x, 1.0f - coords.y);
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/* 1 0 0
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0 0 0
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0 0 1 */
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res.y = abs(coords.x - coords.y);
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/* 0 0 1
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0 0 0
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0 0 0 */
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res.z = min(coords.x, coords.y);
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/* 0 0 0
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0 0 1
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0 1 1 */
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res.w = ceil(coords.x - coords.y);
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//res.xyz /= (res.x + res.y + res.z);
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return res;
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}
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//this function works well in orthogonal projection. It works okeyish with further distances of perspective projection
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vec2 virtualPlaneUV(vec3 plane_normal,vec3 plane_x, vec3 plane_y, vec3 pivotToCameraRay, vec3 vertexToCameraRay, float size)
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{
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plane_normal = normalize(plane_normal);
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plane_x = normalize(plane_x);
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plane_y = normalize(plane_y);
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float projectedNormalRayLength = dot(plane_normal, pivotToCameraRay);
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float projectedVertexRayLength = dot(plane_normal, vertexToCameraRay);
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float offsetLength = projectedNormalRayLength/projectedVertexRayLength;
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vec3 offsetVector = vertexToCameraRay * offsetLength - pivotToCameraRay;
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vec2 duv = vec2(
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dot(plane_x , offsetVector),
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dot(plane_y, offsetVector)
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);
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//we are in space -1 to 1
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duv /= 2.0 * size;
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duv += 0.5;
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return duv;
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}
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void calcuateXYbasis(vec3 plane_normal, out vec3 plane_x, out vec3 plane_y)
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{
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vec3 up = vec3(0,1,0);
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//cross product doesnt work if we look directly from bottom
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if (abs(plane_normal.y) > 0.999f)
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{
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up = vec3(0,0,1);
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}
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plane_x = normalize(cross(plane_normal, up));
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plane_y = normalize(cross(plane_x, plane_normal));
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}
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vec3 projectOnPlaneBasis(vec3 ray, vec3 plane_normal, vec3 plane_x, vec3 plane_y)
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{
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//reproject plane normal onto planeXY basos
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return normalize(vec3(
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dot(plane_x,ray),
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dot(plane_y,ray),
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dot(plane_normal,ray)
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));
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}
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void vertex()
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{
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vec2 framesMinusOne = imposterFrames - vec2(1);
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vec3 cameraPos_WS = (INV_VIEW_MATRIX * vec4(vec3(0), 1.0)).xyz;
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vec3 cameraPos_OS = (inverse(MODEL_MATRIX) * vec4(cameraPos_WS, 1.0)).xyz;
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//TODO: check if this is correct. We are using orho projected images, so
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// camera far away
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vec3 pivotToCameraRay = (cameraPos_OS) * 10.0;
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vec3 pivotToCameraDir = normalize(cameraPos_OS);
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vec2 grid = VectorToGrid(pivotToCameraDir);
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//bias and scale to 0 to 1
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grid = clamp((grid + 1.0) * 0.5, vec2(0, 0), vec2(1, 1));
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grid *= framesMinusOne;
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grid = clamp(grid, vec2(0), vec2(framesMinusOne));
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vec2 gridFloor = min(floor(grid), framesMinusOne);
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vec2 gridFract = fract(grid);
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//radius * 2
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vec2 size = vec2(2.0) * scale;
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vec3 projected = SpriteProjection(pivotToCameraDir, size, UV);
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vec3 vertexToCameraRay = (pivotToCameraRay - (projected));
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vec3 vertexToCameraDir = normalize(vertexToCameraRay);
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frame1 = gridFloor;
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quad_blend_weights = quadBlendWieghts(gridFract);
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//convert frame coordinate to octahedron direction
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vec3 projectedQuadADir = FrameXYToRay(frame1, framesMinusOne);
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//calcute virtual planes projections
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vec3 plane_x1, plane_y1;
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calcuateXYbasis(projectedQuadADir, plane_x1, plane_y1);
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uv_frame1 = virtualPlaneUV(projectedQuadADir, plane_x1, plane_y1, pivotToCameraRay, vertexToCameraRay, scale);
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xy_frame1 = projectOnPlaneBasis(-vertexToCameraDir, projectedQuadADir, plane_x1, plane_y1).xy;
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//to fragment shader
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VERTEX.xyz = projected + positionOffset;
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VERTEX.xyz +=pivotToCameraDir* aabb_max;
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vec3 v0 = abs(NORMAL.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 1.0);
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NORMAL = normalize(pivotToCameraDir);
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TANGENT= normalize(cross(NORMAL,v0));
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BINORMAL = normalize(cross(TANGENT,NORMAL));
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}
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vec2 recalculateUV(vec2 uv_f, vec2 frame, vec2 xy_f, vec2 frame_size)
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{
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//clamp for parallax sampling
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uv_f = clamp(uv_f, vec2(0), vec2(1));
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return frame_size * (frame + uv_f);
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}
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void fragment()
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{
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vec2 quad_size = vec2(1.0f) / imposterFrames;
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vec2 uv_f1 = recalculateUV(uv_frame1, frame1, xy_frame1, quad_size);
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vec4 baseTex = textureLod(imposterTextureAlbedo, uv_f1, 0.0f);
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ALBEDO = baseTex.rgb;
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ALPHA = float(baseTex.a>alpha_clamp);
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ALPHA_SCISSOR_THRESHOLD = 0.5;
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ROUGHNESS = 1.0;
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}
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