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 |
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19 |
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20 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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21 | {
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22 | float3 x1 = lerp(bl, tl, w.y);
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23 | float3 x2 = lerp(br, tr, w.y);
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24 | float3 v = lerp(x1, x2, w.x);
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25 |
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26 | return v;
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27 | }
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28 |
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29 |
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30 | // reconstruct world space position
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31 | inline float3 ReconstructSamplePos(uniform sampler2D tex,
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32 | float2 texcoord,
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33 | float3 bl, float3 br, float3 tl, float3 tr)
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34 | {
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35 | const float eyeSpaceDepth = tex2Dlod(tex, float4(texcoord, 0, 0)).w;
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36 |
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37 | float3 viewVec = Interpol(texcoord, bl, br, tl, tr);
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38 | float3 samplePos = -viewVec * eyeSpaceDepth;
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39 |
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40 | return samplePos;
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41 | }
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42 |
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43 |
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44 | float Filter(float2 texCoord,
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45 | uniform sampler2D ssaoTex,
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46 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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47 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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48 | float scale)
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49 | {
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50 | float average = .0f;
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51 | float w = .0f;
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52 |
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53 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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54 | {
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55 | average += filterWeights[i] * tex2Dlod(ssaoTex, float4(texCoord + filterOffs[i] * scale, 0, 0)).x;
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56 | w += filterWeights[i];
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57 | }
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58 |
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59 | average *= 1.0f / (float)w;
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60 |
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61 | return average;
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62 | }
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63 |
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64 | #define USE_POSITION
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65 |
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66 | float DiscontinuityFilter(float2 texCoord,
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67 | float4 ao,
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68 | uniform sampler2D ssaoTex,
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69 | uniform sampler2D normalsTex,
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70 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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71 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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72 | float scale,
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73 | float3 bl,
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74 | float3 br,
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75 | float3 tl,
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76 | float3 tr)
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77 | {
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78 | float average = .0f;
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79 | float total_w = .0f;
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80 |
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81 | #ifdef USE_POSITION
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82 | const float3 centerPos = ReconstructSamplePos(ssaoTex, texCoord, bl, br, tl, tr);
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83 | #else
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84 | const float eyeSpaceDepth = ao.w;
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85 | #endif
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86 |
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87 | const float3 norm = normalize(tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz);
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88 |
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89 | float4 aoSample;
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90 | float3 sampleNorm;
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91 | float3 samplePos;
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92 | float w;
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93 | float4 sampleTexCoord;
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94 | float depthFactor;
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95 | float normalFactor;
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96 | float convergenceFactor;
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97 |
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98 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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99 | {
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100 | sampleTexCoord = float4(texCoord + filterOffs[i] * scale, 0, 0);
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101 | aoSample = tex2Dlod(ssaoTex, sampleTexCoord);
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102 | sampleNorm = normalize(tex2Dlod(normalsTex, sampleTexCoord).xyz);
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103 |
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104 | #ifdef USE_POSITION
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105 | samplePos = ReconstructSamplePos(ssaoTex, sampleTexCoord.xy, bl, br, tl, tr);
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106 | depthFactor = max(step(1.0f - 5e-1f, 1.0f - length(samplePos - centerPos)), 1e-3f);
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107 | #else // use depth
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108 | depthFactor = max(step(5e-1f, 1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w)), 1e-3f);
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109 | #endif
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110 | normalFactor = max(step(0.6f, dot(sampleNorm, norm)), 1e-3f);
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111 | convergenceFactor = min(60.0f, aoSample.y) * 0.01f;//max(step(18.5f, aoSample.y), 1e-3f);
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112 |
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113 | w = filterWeights[i] * normalFactor * depthFactor * convergenceFactor;
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114 | //w = filterWeights[i] * normalFactor * converganceFactor;
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115 | //w = filterWeights[i] * normalFactor * depthFactor;
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116 |
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117 | average += aoSample.x * w;
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118 | total_w += w;
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119 | }
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120 |
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121 | average *= 1.0f / max(total_w, 1e-6f);
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122 |
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123 | return average;
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124 | }
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125 |
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126 |
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127 | pixel combine(fragment IN,
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128 | uniform sampler2D colorsTex,
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129 | uniform sampler2D ssaoTex,
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130 | uniform sampler2D normalsTex,
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131 | uniform sampler2D offsetTex,
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132 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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133 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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134 | uniform float3 bl,
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135 | uniform float3 br,
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136 | uniform float3 tl,
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137 | uniform float3 tr)
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138 | {
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139 | pixel OUT;
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140 |
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141 | float4 col = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0));
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142 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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143 |
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144 | //if ((ao.y < 60.0f) && (col.w < 1e10f))
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145 | if (col.w < 1e10f)
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146 | {
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147 | const float xoffs = 20.0f / 1024.0f;
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148 | const float yoffs = 20.0f / 768.0f;
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149 |
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150 | /*float3 b2 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(xoffs, 0), 0, 0)).xyz;
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151 | float3 b3 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(0, yoffs), 0, 0)).xyz;
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152 | float3 b4 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(-xoffs, 0), 0, 0)).xyz;
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153 | float3 b5 = tex2Dlod(offsetTex, float4(IN.texCoord + float2(0, -yoffs), 0, 0)).xyz;
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154 |
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155 | float border = step(0.001f, b2
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156 | //float3 id = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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157 | */
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158 |
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159 | /*float3 x2 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(xoffs, 0), 0, 0)).xyz;
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160 | float3 x3 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(0, yoffs), 0, 0)).xyz;
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161 | float3 x4 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(-xoffs, 0), 0, 0)).xyz;
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162 | float3 x5 = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(0, -yoffs), 0, 0)).xyz;
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163 |
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164 | //ao.x = (ao.x + x2 + x3 + x4 + x5) * 0.2f;
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165 | if (ao.y < 1.5f)
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166 | ao.x = (x2 + x3 + x4 + x5) * 0.25f;
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167 |
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168 | */
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169 | const static float scaleFactor = 1.0f;
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170 | //const static float scaleFactor = 10.0f;
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171 | const static float adaptFactor = 50000.0f;
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172 |
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173 | //ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights);
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174 | //ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights, 1.0f / (1.0f + ao.y));
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175 | //ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, adaptFactor * scaleFactor * ao.z / (adaptFactor + ao.y), 0);
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176 | //ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, adaptFactor * scaleFactor / (adaptFactor + ao.y), 0);
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177 |
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178 | if (ao.y < 60.5f) ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, scaleFactor, bl, br, tl, tr);
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179 | //ao.x = DiscontinuityFilter(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, 1, 0);
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180 | }
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181 |
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182 | //float dummy = clamp(1.0f - ao.y * 1e-2f, 0, 1);
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183 | //float dummy2 = ao.y < 1.5f ? 1.0f : .0f;
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184 | OUT.illum_col.xyz = col.xyz * ao.x;
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185 |
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186 | // if (ao.y < 1.5f) OUT.illum_col.xyz = float3(10000, 10000, 0);
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187 | // else if (ao.y < 3.5f) OUT.illum_col.xyz = float3(10000, 0, 10000);
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188 | // else
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189 | // if (ao.y < 10.5f) OUT.illum_col.xyz = float3(0, 10000, 0);
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190 | //OUT.illum_col = float4(dummy3, dummy3, dummy3, col.w);
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191 | OUT.illum_col = float4(ao.x, ao.x, ao.x, col.w);
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192 |
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193 | //OUT.illum_col.xyz = float3(1.0f - ao.x, dummy2, 0);//dummy2);
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194 | //OUT.illum_col.xyz = float3(0, clamp(1.0f - ao.y * 1e-2f, 0, 1), 1);
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195 | OUT.illum_col.w = col.w;
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196 |
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197 | return OUT;
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198 | }
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199 |
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200 |
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201 | float DiscontinuityFilter2(float2 texCoord,
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202 | float4 ao,
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203 | uniform sampler2D ssaoTex,
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204 | uniform sampler2D normalsTex,
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205 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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206 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES],
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207 | float scale,
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208 | int index)
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209 | {
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210 | float average = .0f;
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211 | float total_w = .0f;
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212 |
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213 | const float eyeSpaceDepth = ao.w;
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214 | const float3 norm = normalize(tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz);
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215 |
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216 | float4 aoSample;
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217 | float3 sampleNorm;
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218 | float w;
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219 | float4 offs;
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220 | float depthFactor;
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221 | float normalFactor;
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222 |
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223 | for (int i = 0; i < NUM_SSAO_FILTERSAMPLES; ++ i)
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224 | {
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225 | offs = float4(texCoord + filterOffs[i] * scale, 0, 0);
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226 | aoSample = tex2Dlod(ssaoTex, offs);
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227 |
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228 | sampleNorm = normalize(tex2Dlod(normalsTex, offs).xyz);
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229 |
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230 | //depthFactor = clamp(1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w), 1e-3f, 1.0f);
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231 | depthFactor = max(step(5e-1f, 1.0f - abs(1.0f - eyeSpaceDepth / aoSample.w)), 1e-3f);
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232 | //normalFactor = max(step(0.6f, dot(sampleNorm, norm)), 1e-3f);
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233 |
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234 | //w = filterWeights[i] * normalFactor * depthFactor;
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235 | //w = normalFactor * depthFactor;
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236 | w = depthFactor;
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237 |
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238 | average += aoSample.y * w;
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239 | total_w += w;
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240 | }
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241 |
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242 | average *= 1.0f / max(total_w, 1e-3f);
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243 |
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244 | return average;
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245 | }
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246 |
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247 | pixel smoothSsao(fragment IN,
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248 | uniform sampler2D ssaoTex,
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249 | uniform sampler2D normalsTex,
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250 | uniform float2 filterOffs[NUM_SSAO_FILTERSAMPLES],
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251 | uniform float filterWeights[NUM_SSAO_FILTERSAMPLES]
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252 | )
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253 | {
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254 | pixel OUT;
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255 |
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256 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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257 |
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258 | //const static float scaleFactor = 20.0f;
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259 | const static float scaleFactor = 10.0f;
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260 | //ao.y = DiscontinuityFilter2(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, 0.5f, 1);
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261 | //ao.y = DiscontinuityFilter2(IN.texCoord, ao, ssaoTex, normalsTex, filterOffs, filterWeights, scaleFactor, 1);
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262 |
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263 | OUT.illum_col = ao;
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264 |
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265 | return OUT;
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266 | }
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