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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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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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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65 | float scale,
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66 | int index)
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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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71 | const float eyeSpaceDepth = ao.w;
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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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77 | float4 offs;
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78 | float depthFactor;
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79 | float normalFactor;
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80 | float converganceFactor;
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81 |
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82 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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83 | {
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84 | offs = float4(texCoord + filterOffs[i] * scale, 0, 0);
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85 | aoSample = tex2Dlod(ssaoTex, offs);
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86 |
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87 | sampleNorm = normalize(tex2Dlod(normalsTex, offs).xyz);
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88 |
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89 | //depthFactor = clamp(1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w), 1e-3f, 1.0f);
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90 | depthFactor = max(step(5e-1f, 1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w)), 1e-3f);
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91 | normalFactor = max(step(0.6f, dot(sampleNorm, norm)), 1e-3f);
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92 | converganceFactor = max(step(8.5f, aoSample.y), 1e-3f);
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93 |
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94 | //w = filterWeights[i] * normalFactor * depthFactor * converganceFactor;
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95 | w = filterWeights[i];// * normalFactor * converganceFactor;
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96 | //w = filterWeights[i] * depthFactor;
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97 |
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98 | average += aoSample[index] * w;
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99 | total_w += w;
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100 | }
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101 |
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102 | average *= 1.0f / max(total_w, 1e-6f);
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103 |
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104 | return average;
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105 | }
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106 |
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107 |
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108 | pixel combine(fragment IN,
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109 | uniform sampler2D colorsTex,
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110 | uniform sampler2D ssaoTex,
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111 | uniform sampler2D normalsTex,
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112 | uniform sampler2D offsetTex,
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113 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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114 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES]
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115 | )
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116 | {
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117 | pixel OUT;
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118 |
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119 | float4 col = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0));
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120 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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121 |
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122 | //if ((ao.y < 60.0f) && (col.w < 1e10f))
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123 | if (col.w < 1e10f)
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124 | {
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125 | const float xoffs = 20.0f / 1024.0f;
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126 | const float yoffs = 20.0f / 768.0f;
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127 |
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128 | /*float3 b2 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(xoffs, 0), 0, 0)).xyz;
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129 | float3 b3 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(0, yoffs), 0, 0)).xyz;
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130 | float3 b4 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(-xoffs, 0), 0, 0)).xyz;
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131 | float3 b5 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(0, -yoffs), 0, 0)).xyz;
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132 |
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133 | float border = step(0.001f, b2
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134 |
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135 | //float3 id = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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136 | */
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137 |
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138 | /*float3 x2 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(xoffs, 0), 0, 0)).xyz;
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139 | float3 x3 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(0, yoffs), 0, 0)).xyz;
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140 | float3 x4 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(-xoffs, 0), 0, 0)).xyz;
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141 | float3 x5 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(0, -yoffs), 0, 0)).xyz;
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142 |
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143 | //ao.x = (ao.x + x2 + x3 + x4 + x5) * 0.2f;
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144 | if (ao.y < 1.5f)
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145 | ao.x = (x2 + x3 + x4 + x5) * 0.25f;
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146 |
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147 | */
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148 | const static float scaleFactor = 1.0f;
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149 | //const static float scaleFactor = 10.0f;
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150 | const static float adaptFactor = 50000.0f;
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151 |
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152 | //ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights);
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153 | //ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights, 1.0f / (1.0f + ao.y));
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154 | //ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, adaptFactor * scaleFactor * ao.z / (adaptFactor + ao.y), 0);
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155 | //ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, adaptFactor * scaleFactor / (adaptFactor + ao.y), 0);
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156 |
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157 | if (ao.y < 10.5f) ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, 1, 0);
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158 | //ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, 1, 0);
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159 | }
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160 |
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161 | //float dummy = clamp(1.0f - ao.y * 1e-2f, 0, 1);
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162 | //float dummy2 = ao.y < 1.5f ? 1.0f : .0f;
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163 | OUT.illum_col.xyz = col.xyz * ao.x;
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164 |
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165 | // if (ao.y < 1.5f) OUT.illum_col.xyz = float3(10000, 10000, 0);
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166 | // else if (ao.y < 3.5f) OUT.illum_col.xyz = float3(10000, 0, 10000);
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167 | // else
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168 | // if (ao.y < 10.5f) OUT.illum_col.xyz = float3(0, 10000, 0);
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169 | //OUT.illum_col = float4(dummy3, dummy3, dummy3, col.w);
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170 | OUT.illum_col = float4(ao.x, ao.x, ao.x, col.w);
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171 |
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172 | //OUT.illum_col.xyz = float3(1.0f - ao.x, dummy2, 0);//dummy2);
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173 | //OUT.illum_col.xyz = float3(0, clamp(1.0f - ao.y * 1e-2f, 0, 1), 1);
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174 | OUT.illum_col.w = col.w;
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175 |
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176 | return OUT;
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177 | }
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178 |
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179 |
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180 | float DiscontinuityFilter2(float2 texCoord,
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181 | float4 ao,
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182 | uniform sampler2D ssaoTex,
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183 | uniform sampler2D normalsTex,
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184 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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185 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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186 | float scale,
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187 | int index)
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188 | {
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189 | float average = .0f;
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190 | float total_w = .0f;
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191 |
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192 | const float eyeSpaceDepth = ao.w;
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193 | const float3 norm = normalize(tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz);
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194 |
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195 | float4 aoSample;
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196 | float3 sampleNorm;
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197 | float w;
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198 | float4 offs;
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199 | float depthFactor;
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200 | float normalFactor;
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201 |
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202 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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203 | {
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204 | offs = float4(texCoord + filterOffs[i] * scale, 0, 0);
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205 | aoSample = tex2Dlod(ssaoTex, offs);
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206 |
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207 | sampleNorm = normalize(tex2Dlod(normalsTex, offs).xyz);
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208 |
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209 | //depthFactor = clamp(1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w), 1e-3f, 1.0f);
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210 | depthFactor = max(step(5e-1f, 1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w)), 1e-3f);
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211 | //normalFactor = max(step(0.6f, dot(sampleNorm, norm)), 1e-3f);
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212 |
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213 | //w = filterWeights[i] * normalFactor * depthFactor;
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214 | //w = normalFactor * depthFactor;
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215 | w = depthFactor;
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216 |
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217 | average += aoSample.y * w;
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218 | total_w += w;
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219 | }
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220 |
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221 | average *= 1.0f / max(total_w, 1e-3f);
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222 |
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223 | return average;
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224 | }
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225 |
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226 | pixel smoothSsao(fragment IN,
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227 | uniform sampler2D ssaoTex,
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228 | uniform sampler2D normalsTex,
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229 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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230 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES]
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231 | )
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232 | {
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233 | pixel OUT;
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234 |
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235 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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236 |
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237 | //const static float scaleFactor = 20.0f;
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238 | const static float scaleFactor = 10.0f;
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239 | //ao.y = DiscontinuityFilter2(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, 0.5f, 1);
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240 | //ao.y = DiscontinuityFilter2(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, scaleFactor, 1);
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241 |
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242 | OUT.illum_col = ao;
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243 |
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244 | return OUT;
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245 | }
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