1 | #include "../shaderenv.h"
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2 | #include "common.h"
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3 |
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4 |
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5 | /*************************************************/
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6 | /* Filter for combining ssao with image */
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7 | /*************************************************/
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8 |
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9 |
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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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23 | /** Filter taking into account depth and normal differences,
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24 | and convergence of a sample
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25 | */
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26 | float DiscontinuityFilter(float2 texCoord,
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27 | float4 ao,
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28 | float4 color,
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29 | uniform sampler2D ssaoTex,
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30 | uniform sampler2D normalsTex,
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31 | uniform sampler2D colorsTex,
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32 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
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33 | uniform float filterWeights[NUM_SSAO_FILTER_SAMPLES],
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34 | float scale
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35 | )
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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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40 | const float eyeSpaceDepth = color.w;
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41 |
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42 | const float3 centerNormal = tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz;
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43 |
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44 | float4 aoSample;
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45 | float3 sampleNorm;
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46 | float3 samplePos;
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47 | float w;
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48 | float4 sampleTexCoord;
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49 | float depthFactor;
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50 | float normalFactor;
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51 | float convergenceFactor;
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52 | float sampleDepth;
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53 |
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54 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
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55 | {
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56 | sampleTexCoord = float4(texCoord + filterOffs[i] * scale, 0, 0);
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57 |
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58 | aoSample = tex2Dlod(ssaoTex, sampleTexCoord);
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59 | sampleNorm = tex2Dlod(normalsTex, sampleTexCoord).xyz;
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60 |
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61 | // check depth discontinuity
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62 | sampleDepth = tex2Dlod(colorsTex, sampleTexCoord).w;
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63 | //sampleDepth = aoSample.w;
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64 |
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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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70 | convergenceFactor = aoSample.y + 1.0f;
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71 |
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72 | // combine the weights
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73 | w = filterWeights[i] * convergenceFactor * depthFactor * normalFactor;
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74 | //w = normalFactor * convergenceFactor;
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75 |
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76 | average += aoSample.x * w;
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77 | total_w += w;
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78 | }
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79 |
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80 | average /= max(total_w, 1e-6f);
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81 |
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82 | return saturate(average);
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83 | }
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84 |
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85 |
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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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96 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
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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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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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108 | const float3 centerNormal = tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz;
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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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118 | float len;
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119 |
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120 | const float convergenceThresh = 200.0f;
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121 |
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122 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
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123 | {
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124 | sampleTexCoord = float4(texCoord + filterOffs[i] * scale, .0f, .0f);
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125 |
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126 | aoSample = tex2Dlod(ssaoTex, sampleTexCoord);
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127 | //sampleNorm = tex2Dlod(normalsTex, sampleTexCoord).xyz;
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128 |
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129 | // check spatial discontinuity
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130 | // note: using the depth from the color texture is not 100% correct as depth was
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131 | // not scaled with the interpolated view vector depth yet ...
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132 | samplePos = ReconstructSamplePos(colorsTex, sampleTexCoord.xy, bl, br, tl, tr);
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133 | //samplePos = ReconstructSamplePos(ssaoTex, sampleTexCoord.xy, bl, br, tl, tr);
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134 |
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135 | len = min(SqrLen(centerPos - samplePos), 1e2f);
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136 | spatialFactor = 1.0f / max(len, 1e-3f);
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137 |
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138 | //normalFactor = max(step(.2f, dot(sampleNorm, centerNormal)), 1e-2f);
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139 | convergenceFactor = aoSample.y + 1.0f;
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140 |
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141 | // combine the weights
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142 | w = convergenceFactor * convergenceFactor * spatialFactor;// * normalFactor;
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143 |
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144 | average += aoSample.x * w;
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145 | total_w += w;
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146 | }
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147 |
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148 | average /= max(total_w, 1e-6f);
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149 |
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150 | return saturate(average);
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151 | }
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152 |
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153 |
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154 | /** Function combining image and indirect illumination buffer using a
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155 | depth and normal aware discontinuity filter.
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156 | */
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157 | pixel combine(fragment IN,
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158 | uniform sampler2D colorsTex,
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159 | uniform sampler2D ssaoTex,
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160 | uniform sampler2D normalsTex,
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161 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
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162 | uniform float filterWeights[NUM_SSAO_FILTER_SAMPLES],
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163 | uniform float4x4 modelViewProj,
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164 | uniform float3 bl,
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165 | uniform float3 br,
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166 | uniform float3 tl,
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167 | uniform float3 tr,
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168 | uniform float w,
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169 | uniform float h
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170 | )
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171 | {
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172 | pixel OUT;
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173 |
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174 | float4 col = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0));
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175 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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176 |
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177 | // get the minimum convergence by exactly sampling the 4 surrounding
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178 | // texels in the old texture, otherwise flickering because convergence
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179 | // will be interpolated when upsampling and filter size does not match!
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180 | float4 texelCenterConv;
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181 | const float xoffs = .5f / w; const float yoffs = .5f / h;
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182 |
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183 | // get position exactly between old texel centers
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184 | float2 center;
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185 | center.x = (floor(IN.texCoord.x * w - .5f) + 1.0f) / w;
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186 | center.y = (floor(IN.texCoord.y * h - .5f) + 1.0f) / h;
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187 |
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188 | texelCenterConv.x = tex2Dlod(ssaoTex, float4(center + float2( xoffs, yoffs), 0, 0)).y;
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189 | texelCenterConv.y = tex2Dlod(ssaoTex, float4(center + float2( xoffs, -yoffs), 0, 0)).y;
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190 | texelCenterConv.z = tex2Dlod(ssaoTex, float4(center + float2(-xoffs, -yoffs), 0, 0)).y;
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191 | texelCenterConv.w = tex2Dlod(ssaoTex, float4(center + float2(-xoffs, yoffs), 0, 0)).y;
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192 |
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193 | const float m1 = min(texelCenterConv.x, texelCenterConv.y);
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194 | const float m2 = min(texelCenterConv.z, texelCenterConv.w);
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195 |
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196 | const float minConvergence = min(m1, m2);
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197 |
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198 | const float convergence = minConvergence;
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199 | //const float convergence = 0;
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200 | //const float convergence = ao.y;
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201 |
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202 | // filter reaches size 1 pixel when sample size reaches threshold
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203 | // afterwards we do not use the filter anymore
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204 |
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205 | // filter up to a certain convergance value and leave out background (sky) by checking depth
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206 | if ((convergence < SSAO_CONVERGENCE_THRESHOLD) && (col.w < 1e10f))
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207 | {
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208 | const float distanceScale = 1.0f;
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209 |
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210 | // descend to zero filter size after reaching thres pixels
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211 | const float convergenceWeight = SSAO_CONVERGENCE_THRESHOLD / (SSAO_FILTER_WIDTH - 1.0f);
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212 | const float convergenceScale = convergenceWeight / (convergence + convergenceWeight);
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213 | const float scale = SSAO_FILTER_WIDTH * convergenceScale * distanceScale;
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214 |
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215 | // the filtered ssao value
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216 | ao.x = DiscontinuityFilter2(IN.texCoord, ao, col, ssaoTex, normalsTex, colorsTex, filterOffs, scale, bl, br, tl, tr);
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217 | }
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218 |
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219 | if (col.w < 1e10f)
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220 | OUT.illum_col.xyz = col.xyz * ao.x;
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221 | else
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222 | OUT.illum_col.xyz = col.xyz;
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223 |
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224 | //OUT.illum_col.xyz = float3(ao.x, ao.x, step(thres, convergence));
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225 | //OUT.illum_col.xyz = float3(0, convergence, 0);
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226 | //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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227 |
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228 | //OUT.illum_col.xyz = float3(0, clamp(1.0f - ao.y * 1e-3f, 0, 1), 1);
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229 | //OUT.illum_col.xyz = float3(0, 1.0f - step(0.5f + NUM_SAMPLES, convergence), 1);
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230 | OUT.illum_col.w = col.w;
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231 |
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232 | return OUT;
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233 | }
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234 |
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235 |
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236 | /** Function combining image and indirect illumination buffer using a
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237 | depth and normal aware discontinuity filter.
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238 | */
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239 | pixel SmoothSsao(fragment IN,
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240 | uniform sampler2D ssaoTex)
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241 | {
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242 | pixel OUT;
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243 |
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244 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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245 |
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246 | float4 dummy;
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247 | const float xoffs = .5f / 1024.0f; const float yoffs = .5f / 768.0f;
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248 |
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249 | // get positions exactly between old texel centers
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250 | dummy.x = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(xoffs, 0), 0, 0)).y;
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251 | dummy.y = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(0, -yoffs), 0, 0)).y;
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252 | dummy.z = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(-xoffs, 0), 0, 0)).y;
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253 | dummy.w = tex2Dlod(ssaoTex, float4(IN.texCoord + float2(0, yoffs), 0, 0)).y;
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254 |
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255 | const float m1 = min(dummy.x, dummy.y);
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256 | const float m2 = min(dummy.z, dummy.w);
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257 |
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258 | ao.y = min(ao.y, min(m1, m2));
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259 |
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260 | return OUT;
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261 | } |
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