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99 lines
3.0 KiB
Plaintext
99 lines
3.0 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <scenesrg.srgi>
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#include <viewsrg.srgi>
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#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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#include <Atom/Features/MatrixUtility.azsli>
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#include <Atom/Features/PBR/LightingUtils.azsli>
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#include <Atom/Features/PBR/Microfacet/Fresnel.azsli>
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ShaderResourceGroup PassSrg : SRG_PerPass
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{
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Texture2DMS<float> m_depth;
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Texture2DMS<float4> m_normal; // RGB10 = Normal (Encoded), A2 = Flags
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Texture2DMS<float4> m_specularF0; // RGB8 = SpecularF0, A8 = Roughness
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}
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#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
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#include "ReflectionCommon.azsli"
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#include "ReflectionScreenSpaceTrace.azsli"
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struct VSInput
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{
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uint m_vertexID : SV_VertexID;
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};
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struct VSOutput
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{
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float4 m_position : SV_Position;
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float2 m_texCoord : TEXCOORD0;
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};
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// Vertex Shader
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VSOutput MainVS(VSInput input)
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{
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VSOutput OUT;
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float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
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OUT.m_texCoord = float2(posTex.z, posTex.w);
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OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
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return OUT;
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}
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// Pixel Shader
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PSOutput MainPS(VSOutput IN)
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{
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// compute screen coords based on a half-res render target
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float2 screenCoords = IN.m_position.xy * 2.0f;
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uint2 dimensions;
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uint samples;
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PassSrg::m_depth.GetDimensions(dimensions.x, dimensions.y, samples);
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float2 UV = saturate(screenCoords / dimensions.xy);
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float depth = PassSrg::m_depth.Load(screenCoords, 0).r;
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if (depth == 0.0f)
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{
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// skip tracing rays at max scene depth
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discard;
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}
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// compute view space surface position
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float2 ndcPos = float2(UV.x, 1.0f - UV.y) * 2.0f - 1.0f;
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float4 projectedPos = float4(ndcPos, depth, 1.0f);
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float4 positionVS = mul(ViewSrg::m_projectionMatrixInverse, projectedPos);
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positionVS /= positionVS.w;
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// normalize the viewspace position to get the camera-to-position vector
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float3 cameraToPositionVS = normalize(positionVS);
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// retrieve surface normal
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float4 encodedNormal = PassSrg::m_normal.Load(screenCoords, 0);
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float3 normalWS = DecodeNormalSignedOctahedron(encodedNormal.rgb);
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float3 normalVS = normalize(mul(ViewSrg::m_viewMatrix, float4(normalWS, 0.0f)).xyz);
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// reflect view ray around surface normal
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float3 reflectDirVS = normalize(reflect(cameraToPositionVS, normalVS));
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// trace screenspace rays against the depth buffer to find the screenspace intersection coordinates
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float4 result = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float2 hitCoords = float2(0.0f, 0.0f);
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if (TraceRayScreenSpace(positionVS, reflectDirVS, dimensions, hitCoords))
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{
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float rdotv = dot(reflectDirVS, cameraToPositionVS);
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result = float4(hitCoords, 0.0f, rdotv);
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}
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PSOutput OUT;
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OUT.m_color = result;
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return OUT;
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}
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