While implementing SSLR, I ran into the problem of incorrectly displaying objects: they are infinitely projected "down" and displayed in no way at all in the mirror. I give the code and screenshot below.
Fragment SSLR shader:
#version 330 core
uniform sampler2D normalMap; // in view space
uniform sampler2D depthMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform mat4 projection;
uniform mat4 inv_projection;
in vec2 texCoord;
layout (location = 0) out vec4 fragColor;
vec3 calcViewPosition(in vec2 texCoord) {
// Combine UV & depth into XY & Z (NDC)
vec3 rawPosition = vec3(texCoord, texture(depthMap, texCoord).r);
// Convert from (0, 1) range to (-1, 1)
vec4 ScreenSpacePosition = vec4(rawPosition * 2 - 1, 1);
// Undo Perspective transformation to bring into view space
vec4 ViewPosition = inv_projection * ScreenSpacePosition;
// Perform perspective divide and return
return ViewPosition.xyz / ViewPosition.w;
}
vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= 0.25f;
for (int i = 0; i < 20; i++) {
hitCoord += dir;
vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
float depth = calcViewPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;
if(dDepth < 0.0) return projectedCoord.xy;
}
return vec2(-1.0);
}
void main() {
vec3 normal = texture(normalMap, texCoord).xyz * 2.0 - 1.0;
vec3 viewPos = calcViewPosition(texCoord);
// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));
// Ray cast
vec3 hitPos = viewPos;
float dDepth;
float minRayStep = 0.1f;
vec2 coords = rayCast(reflected * max(minRayStep, -viewPos.z), hitPos, dDepth);
if (coords != vec2(-1.0)) fragColor = mix(texture(colorMap, texCoord), texture(colorMap, coords), texture(reflectionStrengthMap, texCoord).r);
else fragColor = texture(colorMap, texCoord);
}
Also, the lamp is not reflected at all
I will grateful for help
UPDATE:
UPDATE: I solved the problem with the wrong reflection, but there are still problems.
I solved it as follows: ViewPosition.y *= -1
Now, as you can see in the screenshot, the lower parts of the objects are not reflected for some reason.
The question still remains open.
I m struggling to get a fine ssr too. I found two things that could help.
To get the view space normals you have to keep only the rotation of the camera and remove the translation, because if you dont, you will get the normals stretched to the opposite direction of the camera movement and will no longer have the right direction even if you normalize them again, for column major mat4 you can do it like:
mat4 viewNoTranslation = view; viewNoTranslation[3] = vec4(0.0, 0.0, 0.0, 1.0);
The depth sampling from the depth image is logarithmic and if you linearize it you will get indeed the values from 0 to 1 but they will be inaccurate as to the needed precision. I tried to get the depth value straight from the vertex shader:
gl_Position = ubo.projection * ubo.view * ubo.model * inPos; depth = gl_Position.z;
I dont know if it is right but the depth now is more accurate.
If you make proggress, please update :)