When I tried to apply reflections to my scene, I ran into the problem of noise:
My fragment shader code:
#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 *= 0.3f;
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(-1.0f);
}
void main() {
vec3 normal = texture(normalMap, texCoord).xyz * 2.0 - 1.0;
float depth = texture(depthMap, texCoord).r;
vec3 screenPos = 2.0 * vec3(texCoord, depth) - 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);
}