[3109] | 1 | #include "../shaderenv.h"
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| 2 |
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| 3 |
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| 4 | struct fragment
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| 5 | {
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| 6 | float2 texCoord: TEXCOORD0;
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| 7 | float3 view: TEXCOORD1;
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| 8 | };
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| 9 |
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| 10 |
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| 11 | struct pixel
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| 12 | {
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| 13 | float4 illum_col: COLOR0;
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| 14 | };
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| 15 |
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| 16 |
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| 17 |
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| 18 | float Filter(float2 texCoord,
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| 19 | uniform sampler2D ssaoTex,
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| 20 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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| 21 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES])
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| 22 | {
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| 23 | float average = .0f;
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| 24 | float w = .0f;
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| 25 |
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| 26 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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| 27 | {
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| 28 | average += filterWeights[i] * tex2Dlod(ssaoTex, float4(texCoord + filterOffs[i], 0, 0)).x;
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| 29 | w += filterWeights[i];
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| 30 | }
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| 31 |
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| 32 | average *= 1.0f / (float)w;
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| 33 |
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| 34 | return average;
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| 35 | }
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| 36 |
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| 37 |
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[3120] | 38 | float Filter(float2 texCoord,
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| 39 | uniform sampler2D ssaoTex,
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| 40 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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| 41 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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| 42 | float scale)
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| 43 | {
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| 44 | float average = .0f;
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| 45 | float w = .0f;
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| 46 |
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| 47 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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| 48 | {
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| 49 | average += filterWeights[i] * tex2Dlod(ssaoTex, float4(texCoord + filterOffs[i] * scale, 0, 0)).x;
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| 50 | w += filterWeights[i];
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| 51 | }
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| 52 |
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| 53 | average *= 1.0f / (float)w;
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| 54 |
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| 55 | return average;
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| 56 | }
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| 57 |
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| 58 |
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[3123] | 59 | float DiscontinuityFilter(float2 texCoord,
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| 60 | float4 ao,
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| 61 | uniform sampler2D ssaoTex,
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| 62 | uniform sampler2D normalsTex,
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| 63 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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| 64 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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[3128] | 65 | float scale,
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| 66 | int index)
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[3109] | 67 | {
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| 68 | float average = .0f;
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| 69 | float total_w = .0f;
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| 70 |
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[3120] | 71 | const float eyeSpaceDepth = ao.w;
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[3109] | 72 | const float3 norm = normalize(tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz);
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| 73 |
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| 74 | float4 aoSample;
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| 75 | float3 sampleNorm;
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| 76 | float w;
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[3120] | 77 | float4 offs;
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| 78 | float depthFactor;
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[3123] | 79 | float normalFactor;
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[3109] | 80 |
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| 81 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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| 82 | {
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[3120] | 83 | offs = float4(texCoord + filterOffs[i] * scale, 0, 0);
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[3109] | 84 | aoSample = tex2Dlod(ssaoTex, offs);
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[3120] | 85 |
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[3109] | 86 | sampleNorm = normalize(tex2Dlod(normalsTex, offs).xyz);
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| 87 |
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[3123] | 88 | //depthFactor = clamp(1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w), 1e-3f, 1.0f);
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[3130] | 89 | depthFactor = max(step(5e-1f, 1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w)), 1e-3f);
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| 90 | normalFactor = max(step(0.6f, dot(sampleNorm, norm)), 1e-3f);
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[3109] | 91 |
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[3123] | 92 | w = filterWeights[i] * normalFactor * depthFactor;
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| 93 | //w = filterWeights[i] * depthFactor;
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| 94 |
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[3128] | 95 | average += aoSample[index] * w;
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[3109] | 96 | total_w += w;
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| 97 | }
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| 98 |
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[3120] | 99 | average *= 1.0f / max(total_w, 1e-6f);
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[3109] | 100 |
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| 101 | return average;
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| 102 | }
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| 103 |
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| 104 |
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| 105 | pixel combine(fragment IN,
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| 106 | uniform sampler2D colorsTex,
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| 107 | uniform sampler2D ssaoTex,
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| 108 | uniform sampler2D normalsTex,
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| 109 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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| 110 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES]
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| 111 | )
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| 112 | {
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| 113 | pixel OUT;
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| 114 |
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| 115 | float4 col = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0));
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| 116 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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| 117 |
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[3123] | 118 | //if ((ao.y < 60.0f) && (col.w < 1e10f))
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| 119 | if (col.w < 1e10f)
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[3120] | 120 | {
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[3130] | 121 | const static float scaleFactor = 1.0f;
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| 122 | //const static float scaleFactor = 10.0f;
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| 123 | const static float adaptFactor = 50.0f;
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[3109] | 124 |
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[3120] | 125 | //ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights);
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| 126 | //ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights, 1.0f / (1.0f + ao.y));
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[3130] | 127 | //ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, adaptFactor * scaleFactor * ao.z / (adaptFactor + ao.y), 0);
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| 128 | ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, adaptFactor * scaleFactor / (adaptFactor + ao.y), 0);
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[3120] | 129 | }
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| 130 |
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[3130] | 131 | //OUT.illum_col.xyz = col.xyz * ao.x;
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[3120] | 132 | //OUT.illum_col = float4(ao.x, ao.x, ao.x, col.w);
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[3130] | 133 | OUT.illum_col.xyz = float3(1.0f - ao.x, clamp(1.0f - ao.y * 1e-2f, 0, 1), 1);
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[3109] | 134 | OUT.illum_col.w = col.w;
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| 135 |
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| 136 | return OUT;
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| 137 | }
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[3128] | 138 |
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| 139 | float DiscontinuityFilter2(float2 texCoord,
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| 140 | float4 ao,
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| 141 | uniform sampler2D ssaoTex,
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| 142 | uniform sampler2D normalsTex,
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| 143 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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| 144 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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| 145 | float scale,
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| 146 | int index)
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| 147 | {
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| 148 | float average = .0f;
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| 149 | float total_w = .0f;
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| 150 |
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| 151 | const float eyeSpaceDepth = ao.w;
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| 152 | const float3 norm = normalize(tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz);
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| 153 |
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| 154 | float4 aoSample;
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| 155 | float3 sampleNorm;
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| 156 | float w;
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| 157 | float4 offs;
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| 158 | float depthFactor;
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| 159 | float normalFactor;
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| 160 |
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| 161 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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| 162 | {
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| 163 | offs = float4(texCoord + filterOffs[i] * scale, 0, 0);
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| 164 | aoSample = tex2Dlod(ssaoTex, offs);
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| 165 |
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| 166 | sampleNorm = normalize(tex2Dlod(normalsTex, offs).xyz);
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| 167 |
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| 168 | //depthFactor = clamp(1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w), 1e-3f, 1.0f);
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[3129] | 169 | depthFactor = max(step(5e-1f, 1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w)), 1e-3f);
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[3130] | 170 | normalFactor = max(step(0.6f, dot(sampleNorm, norm)), 1e-3f);
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[3128] | 171 |
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[3129] | 172 | //w = filterWeights[i] * normalFactor * depthFactor;
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| 173 | w = normalFactor * depthFactor;
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[3128] | 174 |
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| 175 | average += aoSample.y * w;
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| 176 | total_w += w;
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| 177 | }
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| 178 |
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[3129] | 179 | average *= 1.0f / max(total_w, 1e-3f);
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[3128] | 180 |
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| 181 | return average;
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| 182 | }
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| 183 |
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| 184 | pixel smoothSsao(fragment IN,
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| 185 | uniform sampler2D ssaoTex,
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| 186 | uniform sampler2D normalsTex,
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| 187 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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| 188 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES]
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| 189 | )
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| 190 | {
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| 191 | pixel OUT;
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| 192 |
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| 193 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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| 194 |
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[3129] | 195 | //const static float scaleFactor = 20.0f;
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[3128] | 196 | const static float scaleFactor = 10.0f;
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| 197 | ao.y = DiscontinuityFilter2(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, scaleFactor * ao.z, 1);
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[3130] | 198 | //ao.y = DiscontinuityFilter2(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, scaleFactor, 1);
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[3128] | 199 |
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| 200 | OUT.illum_col = ao;
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| 201 |
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| 202 | return OUT;
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| 203 | }
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