From d38671827bd5fe917a2382baf95b3c01c5fffd17 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 28 Feb 2022 00:35:18 +0100 Subject: [PATCH] Fade screen-space reflection towards inner margin - Fade reflection towards inner margin and clip it at screen edges instead of external margin. - Round edges of the fade margin if both are being cut off to prevent sharp corners. Co-authored-by: puchik --- .../shaders/effects/screen_space_reflection.glsl | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index d85ab3af2e5..246ef81cb25 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -182,17 +182,18 @@ void main() { if (found) { float margin_blend = 1.0; - vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin - if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) { - // clip outside screen + margin + vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin + if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) { + // clip at the screen edges imageStore(ssr_image, ssC, vec4(0.0)); return; } { - //blend fading out towards external margin - vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0))); - margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); + //blend fading out towards inner margin + // 0.5 = midpoint of reflection + vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5)); + margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y); //margin_blend = 1.0; }