[3109] | 1 | #include "../shaderenv.h"
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[3163] | 2 | #include "common.h"
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[3109] | 3 |
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| 4 |
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[3163] | 5 | /*************************************************/
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| 6 | /* Filter for combining ssao with image */
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| 7 | /*************************************************/
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[3148] | 8 |
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| 9 |
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[3109] | 10 | struct fragment
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| 11 | {
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| 12 | float2 texCoord: TEXCOORD0;
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| 13 | float3 view: TEXCOORD1;
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| 14 | };
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| 15 |
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| 16 |
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| 17 | struct pixel
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| 18 | {
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| 19 | float4 illum_col: COLOR0;
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| 20 | };
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| 21 |
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| 22 |
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[3148] | 23 | /** Filter taking into account depth and normal differences,
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[3163] | 24 | and convergence of a sample
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[3148] | 25 | */
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[3123] | 26 | float DiscontinuityFilter(float2 texCoord,
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| 27 | float4 ao,
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[3137] | 28 | float4 color,
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[3123] | 29 | uniform sampler2D ssaoTex,
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| 30 | uniform sampler2D normalsTex,
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[3137] | 31 | uniform sampler2D colorsTex,
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[3167] | 32 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
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| 33 | uniform float filterWeights[NUM_SSAO_FILTER_SAMPLES],
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[3163] | 34 | float scale
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| 35 | )
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[3109] | 36 | {
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| 37 | float average = .0f;
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| 38 | float total_w = .0f;
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| 39 |
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[3142] | 40 | const float eyeSpaceDepth = color.w;
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[3134] | 41 |
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[3167] | 42 | const float3 centerNormal = tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz;
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[3109] | 43 |
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| 44 | float4 aoSample;
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| 45 | float3 sampleNorm;
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[3134] | 46 | float3 samplePos;
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[3109] | 47 | float w;
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[3134] | 48 | float4 sampleTexCoord;
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[3120] | 49 | float depthFactor;
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[3123] | 50 | float normalFactor;
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[3134] | 51 | float convergenceFactor;
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[3137] | 52 | float sampleDepth;
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[3109] | 53 |
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[3167] | 54 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
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[3109] | 55 | {
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[3134] | 56 | sampleTexCoord = float4(texCoord + filterOffs[i] * scale, 0, 0);
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[3137] | 57 |
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[3134] | 58 | aoSample = tex2Dlod(ssaoTex, sampleTexCoord);
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[3167] | 59 | sampleNorm = tex2Dlod(normalsTex, sampleTexCoord).xyz;
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[3109] | 60 |
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[3148] | 61 | // check depth discontinuity
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[3142] | 62 | sampleDepth = tex2Dlod(colorsTex, sampleTexCoord).w;
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| 63 | //sampleDepth = aoSample.w;
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[3148] | 64 |
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[3162] | 65 | //depthFactor = 1.0f / max(abs(eyeSpaceDepth - sampleDepth), 1e-2f);
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| 66 | depthFactor = 1.0f - step(1e-2f, abs(1.0f - eyeSpaceDepth / sampleDepth));
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| 67 | //normalFactor = max(step(0.6f, dot(sampleNorm, centerNormal)), 1e-3f);
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| 68 | normalFactor = max(dot(sampleNorm, centerNormal), 1e-3f);
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| 69 | //convergenceFactor = min(100.0f, aoSample.y);
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[3195] | 70 | convergenceFactor = aoSample.y + 1.0f;
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[3109] | 71 |
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[3148] | 72 | // combine the weights
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[3162] | 73 | w = filterWeights[i] * convergenceFactor * depthFactor * normalFactor;
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| 74 | //w = normalFactor * convergenceFactor;
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[3123] | 75 |
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[3134] | 76 | average += aoSample.x * w;
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[3109] | 77 | total_w += w;
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| 78 | }
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| 79 |
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[3162] | 80 | average /= max(total_w, 1e-6f);
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[3109] | 81 |
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[3155] | 82 | return saturate(average);
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[3109] | 83 | }
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| 84 |
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[3155] | 85 |
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[3163] | 86 |
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| 87 | /** Filter taking into account depth and normal differences,
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| 88 | and convergence of a sample
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| 89 | */
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| 90 | float DiscontinuityFilter2(float2 texCoord,
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| 91 | float4 ao,
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| 92 | float4 color,
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| 93 | uniform sampler2D ssaoTex,
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| 94 | uniform sampler2D normalsTex,
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| 95 | uniform sampler2D colorsTex,
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[3167] | 96 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
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[3163] | 97 | float scale,
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| 98 | float3 bl,
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| 99 | float3 br,
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| 100 | float3 tl,
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| 101 | float3 tr)
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| 102 | {
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| 103 | float average = .0f;
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| 104 | float total_w = .0f;
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| 105 |
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[3193] | 106 | //const float3 centerPos = ReconstructSamplePos(ssaoTex, texCoord, bl, br, tl, tr);
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| 107 | const float3 centerPos = ReconstructSamplePos(colorsTex, texCoord, bl, br, tl, tr);
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[3167] | 108 | const float3 centerNormal = tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz;
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[3163] | 109 |
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| 110 | float4 aoSample;
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| 111 | float3 sampleNorm;
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| 112 | float3 samplePos;
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| 113 | float w;
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| 114 | float4 sampleTexCoord;
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| 115 | float spatialFactor;
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| 116 | float normalFactor;
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| 117 | float convergenceFactor;
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[3167] | 118 | float len;
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[3163] | 119 |
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[3192] | 120 | const float convergenceThresh = 200.0f;
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| 121 |
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[3167] | 122 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
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[3163] | 123 | {
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[3198] | 124 | sampleTexCoord = float4(texCoord + filterOffs[i] * scale, .0f, .0f);
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[3163] | 125 |
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| 126 | aoSample = tex2Dlod(ssaoTex, sampleTexCoord);
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[3212] | 127 |
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[3163] | 128 | // check spatial discontinuity
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[3198] | 129 | // note: using the depth from the color texture is not 100% correct as depth was
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[3193] | 130 | // not scaled with the interpolated view vector depth yet ...
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| 131 | samplePos = ReconstructSamplePos(colorsTex, sampleTexCoord.xy, bl, br, tl, tr);
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| 132 | //samplePos = ReconstructSamplePos(ssaoTex, sampleTexCoord.xy, bl, br, tl, tr);
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| 133 |
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[3195] | 134 | len = min(SqrLen(centerPos - samplePos), 1e2f);
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[3163] | 135 | spatialFactor = 1.0f / max(len, 1e-3f);
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| 136 |
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[3195] | 137 | convergenceFactor = aoSample.y + 1.0f;
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[3212] | 138 |
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| 139 | //sampleNorm = tex2Dlod(normalsTex, sampleTexCoord).xyz;
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| 140 | //normalFactor = max(step(.2f, dot(sampleNorm, centerNormal)), 1e-2f);
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| 141 |
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[3163] | 142 | // combine the weights
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[3195] | 143 | w = convergenceFactor * convergenceFactor * spatialFactor;// * normalFactor;
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[3198] | 144 |
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[3163] | 145 | average += aoSample.x * w;
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| 146 | total_w += w;
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| 147 | }
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| 148 |
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| 149 | average /= max(total_w, 1e-6f);
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| 150 |
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| 151 | return saturate(average);
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| 152 | }
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| 153 |
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| 154 |
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[3148] | 155 | /** Function combining image and indirect illumination buffer using a
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| 156 | depth and normal aware discontinuity filter.
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| 157 | */
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[3109] | 158 | pixel combine(fragment IN,
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| 159 | uniform sampler2D colorsTex,
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| 160 | uniform sampler2D ssaoTex,
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| 161 | uniform sampler2D normalsTex,
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[3167] | 162 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
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| 163 | uniform float filterWeights[NUM_SSAO_FILTER_SAMPLES],
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[3163] | 164 | uniform float4x4 modelViewProj,
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| 165 | uniform float3 bl,
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| 166 | uniform float3 br,
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| 167 | uniform float3 tl,
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[3205] | 168 | uniform float3 tr,
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[3206] | 169 | uniform float w,
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| 170 | uniform float h
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[3148] | 171 | )
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[3109] | 172 | {
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| 173 | pixel OUT;
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| 174 |
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| 175 | float4 col = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0));
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[3204] | 176 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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[3109] | 177 |
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[3198] | 178 | // get the minimum convergence by exactly sampling the 4 surrounding
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| 179 | // texels in the old texture, otherwise flickering because convergence
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| 180 | // will be interpolated when upsampling and filter size does not match!
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| 181 | float4 texelCenterConv;
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| 182 | const float xoffs = .5f / w; const float yoffs = .5f / h;
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[3195] | 183 |
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[3198] | 184 | // get position exactly between old texel centers
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| 185 | float2 center;
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[3204] | 186 | center.x = (floor(IN.texCoord.x * w - .5f) + 1.0f) / w;
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| 187 | center.y = (floor(IN.texCoord.y * h - .5f) + 1.0f) / h;
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[3205] | 188 |
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[3204] | 189 | texelCenterConv.x = tex2Dlod(ssaoTex, float4(center + float2( xoffs, yoffs), 0, 0)).y;
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| 190 | texelCenterConv.y = tex2Dlod(ssaoTex, float4(center + float2( xoffs, -yoffs), 0, 0)).y;
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| 191 | texelCenterConv.z = tex2Dlod(ssaoTex, float4(center + float2(-xoffs, -yoffs), 0, 0)).y;
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| 192 | texelCenterConv.w = tex2Dlod(ssaoTex, float4(center + float2(-xoffs, yoffs), 0, 0)).y;
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[3196] | 193 |
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[3198] | 194 | const float m1 = min(texelCenterConv.x, texelCenterConv.y);
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| 195 | const float m2 = min(texelCenterConv.z, texelCenterConv.w);
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| 196 |
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[3203] | 197 | const float minConvergence = min(m1, m2);
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| 198 |
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[3204] | 199 | const float convergence = minConvergence;
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| 200 | //const float convergence = 0;
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[3195] | 201 | //const float convergence = ao.y;
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| 202 |
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[3206] | 203 | // filter reaches size 1 pixel when sample size reaches threshold
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[3204] | 204 | // afterwards we do not use the filter anymore
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[3195] | 205 |
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[3167] | 206 | // filter up to a certain convergance value and leave out background (sky) by checking depth
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[3206] | 207 | if ((convergence < SSAO_CONVERGENCE_THRESHOLD) && (col.w < 1e10f))
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[3164] | 208 | {
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| 209 | const float distanceScale = 1.0f;
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[3161] | 210 |
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[3203] | 211 | // descend to zero filter size after reaching thres pixels
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[3206] | 212 | const float convergenceWeight = SSAO_CONVERGENCE_THRESHOLD / (SSAO_FILTER_WIDTH - 1.0f);
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[3195] | 213 | const float convergenceScale = convergenceWeight / (convergence + convergenceWeight);
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| 214 | const float scale = SSAO_FILTER_WIDTH * convergenceScale * distanceScale;
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[3160] | 215 |
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[3167] | 216 | // the filtered ssao value
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[3198] | 217 | ao.x = DiscontinuityFilter2(IN.texCoord, ao, col, ssaoTex, normalsTex, colorsTex, filterOffs, scale, bl, br, tl, tr);
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[3120] | 218 | }
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| 219 |
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[3192] | 220 | if (col.w < 1e10f)
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[3209] | 221 | OUT.illum_col.xyz = col.xyz * max(1e-1f, 1.0f - ao.x);
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[3192] | 222 | else
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| 223 | OUT.illum_col.xyz = col.xyz;
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| 224 |
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[3198] | 225 | //OUT.illum_col.xyz = float3(ao.x, ao.x, step(thres, convergence));
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[3205] | 226 | //OUT.illum_col.xyz = float3(0, convergence, 0);
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[3204] | 227 | //OUT.illum_col.xyz = float3(abs(center.x - IN.texCoord.x) * 16.0f, abs(center.y - IN.texCoord.y) * 12.0f, 0);
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| 228 |
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[3197] | 229 | //OUT.illum_col.xyz = float3(0, clamp(1.0f - ao.y * 1e-3f, 0, 1), 1);
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[3195] | 230 | //OUT.illum_col.xyz = float3(0, 1.0f - step(0.5f + NUM_SAMPLES, convergence), 1);
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[3109] | 231 | OUT.illum_col.w = col.w;
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| 232 |
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| 233 | return OUT;
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[3198] | 234 | } |
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