1 | #include "../shaderenv.h"
|
---|
2 | #include "common.h"
|
---|
3 |
|
---|
4 |
|
---|
5 | /*************************************************/
|
---|
6 | /* Filter for combining ssao with image */
|
---|
7 | /*************************************************/
|
---|
8 |
|
---|
9 |
|
---|
10 | struct fragment
|
---|
11 | {
|
---|
12 | float2 texCoord: TEXCOORD0;
|
---|
13 | float3 view: TEXCOORD1;
|
---|
14 | };
|
---|
15 |
|
---|
16 |
|
---|
17 | struct pixel
|
---|
18 | {
|
---|
19 | float4 illum_col: COLOR0;
|
---|
20 | };
|
---|
21 |
|
---|
22 |
|
---|
23 | /** Filter taking into account depth, normal discontinuities
|
---|
24 | and ssao convergence of a sample (the higher the more reliably
|
---|
25 | has the sample a correct ssao value)
|
---|
26 | */
|
---|
27 | float DiscontinuityFilter(float2 texCoord,
|
---|
28 | float4 ao,
|
---|
29 | float4 color,
|
---|
30 | uniform sampler2D ssaoTex,
|
---|
31 | uniform sampler2D normalsTex,
|
---|
32 | uniform sampler2D colorsTex,
|
---|
33 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
|
---|
34 | float scale,
|
---|
35 | float3 bl,
|
---|
36 | float3 br,
|
---|
37 | float3 tl,
|
---|
38 | float3 tr)
|
---|
39 | {
|
---|
40 | float average = .0f;
|
---|
41 | float total_w = .0f;
|
---|
42 |
|
---|
43 | //const float3 centerPos = ReconstructSamplePos(ssaoTex, texCoord, bl, br, tl, tr);
|
---|
44 | const float3 centerPos = ReconstructSamplePos(colorsTex, texCoord, bl, br, tl, tr);
|
---|
45 | const float3 centerNormal = tex2Dlod(normalsTex, float4(texCoord, 0, 0)).xyz;
|
---|
46 |
|
---|
47 | float4 aoSample;
|
---|
48 | float3 sampleNorm;
|
---|
49 | float3 samplePos;
|
---|
50 | float w;
|
---|
51 | float4 sampleTexCoord;
|
---|
52 | float spatialFactor;
|
---|
53 | float normalFactor;
|
---|
54 | float convergenceFactor;
|
---|
55 | float len;
|
---|
56 |
|
---|
57 | const float convergenceThresh = 200.0f;
|
---|
58 |
|
---|
59 | for (int i = 0; i < NUM_SSAO_FILTER_SAMPLES; ++ i)
|
---|
60 | {
|
---|
61 | sampleTexCoord = float4(texCoord + filterOffs[i] * scale, .0f, .0f);
|
---|
62 |
|
---|
63 | aoSample = tex2Dlod(ssaoTex, sampleTexCoord);
|
---|
64 |
|
---|
65 | // check spatial discontinuity
|
---|
66 | // note: using the depth from the color texture is not 100% correct as depth was
|
---|
67 | // not scaled with the interpolated view vector depth yet ...
|
---|
68 | samplePos = ReconstructSamplePos(colorsTex, sampleTexCoord.xy, bl, br, tl, tr);
|
---|
69 | //samplePos = ReconstructSamplePos(ssaoTex, sampleTexCoord.xy, bl, br, tl, tr);
|
---|
70 |
|
---|
71 | len = min(SqrLen(centerPos - samplePos), 1e2f);
|
---|
72 | spatialFactor = 1.0f / max(len, 1e-3f);
|
---|
73 |
|
---|
74 | convergenceFactor = aoSample.y + 1.0f;
|
---|
75 |
|
---|
76 | //sampleNorm = tex2Dlod(normalsTex, sampleTexCoord).xyz;
|
---|
77 | //normalFactor = max(step(.2f, dot(sampleNorm, centerNormal)), 1e-2f);
|
---|
78 |
|
---|
79 | // combine the weights
|
---|
80 | w = convergenceFactor * convergenceFactor * spatialFactor;// * normalFactor;
|
---|
81 |
|
---|
82 | average += aoSample.x * w;
|
---|
83 | total_w += w;
|
---|
84 | }
|
---|
85 |
|
---|
86 | average /= max(total_w, 1e-6f);
|
---|
87 |
|
---|
88 | return saturate(average);
|
---|
89 | }
|
---|
90 |
|
---|
91 |
|
---|
92 | /** Function combining image and indirect illumination buffer using a
|
---|
93 | depth and normal aware discontinuity filter. We assume that
|
---|
94 | we are using half resolution ssao for this version of the combineSsao
|
---|
95 | */
|
---|
96 | pixel CombineSsaoHalfRes(fragment IN,
|
---|
97 | uniform sampler2D colorsTex,
|
---|
98 | uniform sampler2D ssaoTex,
|
---|
99 | uniform sampler2D normalsTex,
|
---|
100 | uniform float2 filterOffs[NUM_SSAO_FILTER_SAMPLES],
|
---|
101 | uniform float filterWeights[NUM_SSAO_FILTER_SAMPLES],
|
---|
102 | uniform float ssaoFilterRadius,
|
---|
103 | uniform float4x4 modelViewProj,
|
---|
104 | uniform float3 bl,
|
---|
105 | uniform float3 br,
|
---|
106 | uniform float3 tl,
|
---|
107 | uniform float3 tr,
|
---|
108 | uniform float w,
|
---|
109 | uniform float h
|
---|
110 | )
|
---|
111 | {
|
---|
112 | pixel OUT;
|
---|
113 |
|
---|
114 | float4 col = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0));
|
---|
115 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
|
---|
116 |
|
---|
117 | #if 1 // use half resolution
|
---|
118 |
|
---|
119 | // the following has to be done for half resolution ssao:
|
---|
120 | // get the minimum convergence by exactly sampling the 4 surrounding
|
---|
121 | // texels in the old texture, otherwise flickering because convergence
|
---|
122 | // will be interpolated when upsampling and filter size does not match!
|
---|
123 |
|
---|
124 | float4 texelCenterConv;
|
---|
125 | const float xoffs = .5f / w; const float yoffs = .5f / h;
|
---|
126 |
|
---|
127 | // get position exactly between old texel centers
|
---|
128 | float2 center;
|
---|
129 | center.x = (floor(IN.texCoord.x * w - .5f) + 1.0f) / w;
|
---|
130 | center.y = (floor(IN.texCoord.y * h - .5f) + 1.0f) / h;
|
---|
131 |
|
---|
132 | texelCenterConv.x = tex2Dlod(ssaoTex, float4(center + float2( xoffs, yoffs), 0, 0)).y;
|
---|
133 | texelCenterConv.y = tex2Dlod(ssaoTex, float4(center + float2( xoffs, -yoffs), 0, 0)).y;
|
---|
134 | texelCenterConv.z = tex2Dlod(ssaoTex, float4(center + float2(-xoffs, -yoffs), 0, 0)).y;
|
---|
135 | texelCenterConv.w = tex2Dlod(ssaoTex, float4(center + float2(-xoffs, yoffs), 0, 0)).y;
|
---|
136 |
|
---|
137 | const float m1 = min(texelCenterConv.x, texelCenterConv.y);
|
---|
138 | const float m2 = min(texelCenterConv.z, texelCenterConv.w);
|
---|
139 |
|
---|
140 | const float minConvergence = min(m1, m2);
|
---|
141 | const float convergence = minConvergence;
|
---|
142 |
|
---|
143 | #else
|
---|
144 |
|
---|
145 | // just take unfiltered convergence in current pixel
|
---|
146 | const float convergence = ao.y;
|
---|
147 |
|
---|
148 | #endif
|
---|
149 |
|
---|
150 | // filter reaches size 1 pixel when sample size reaches threshold
|
---|
151 | // afterwards we do not use the filter anymore
|
---|
152 |
|
---|
153 | // filter up to a certain convergance value and leave out background (sky) by checking depth
|
---|
154 | if ((convergence < SSAO_CONVERGENCE_THRESHOLD) && (col.w < 1e10f))
|
---|
155 | {
|
---|
156 | const float distanceScale = 1.0f;
|
---|
157 |
|
---|
158 | // descend to zero filter size after reaching thres pixels
|
---|
159 | const float convergenceWeight = SSAO_CONVERGENCE_THRESHOLD / (ssaoFilterRadius - 1.0f);
|
---|
160 | const float convergenceScale = convergenceWeight / (convergence + convergenceWeight);
|
---|
161 | const float scale = ssaoFilterRadius * convergenceScale * distanceScale;
|
---|
162 |
|
---|
163 | // the filtered ssao value
|
---|
164 | ao.x = DiscontinuityFilter(IN.texCoord, ao, col, ssaoTex, normalsTex, colorsTex, filterOffs, scale, bl, br, tl, tr);
|
---|
165 | }
|
---|
166 |
|
---|
167 | // just apply ssao if we are not in the sky
|
---|
168 | if (col.w < 1e10f)
|
---|
169 | OUT.illum_col.xyz = col.xyz * max(2e-2f, 1.0f - ao.x);
|
---|
170 | //OUT.illum_col.xyz = col.xyz * ao.x;
|
---|
171 | else
|
---|
172 | OUT.illum_col.xyz = col.xyz;
|
---|
173 |
|
---|
174 |
|
---|
175 | //OUT.illum_col.xyz = float3(abs(ao.y * 1e2f), abs(ao.z * 1e2f), abs(ao.w * 1e2f));
|
---|
176 |
|
---|
177 | //if (convergence < (1.0f + NUM_SAMPLES * 10))
|
---|
178 | // OUT.illum_col.xyz = float3(1 - convergence / (NUM_SAMPLES * 10), convergence / (NUM_SAMPLES * 10), 0);
|
---|
179 |
|
---|
180 | //OUT.illum_col.xyz = float3(ao.z * 1e4f, ao.z * 1e4f, ao.z * 1e4f);
|
---|
181 |
|
---|
182 | //OUT.illum_col.xyz = float3(ao.x, ao.x, step(thres, convergence));
|
---|
183 | //OUT.illum_col.xyz = float3(abs(center.x - IN.texCoord.x) * 16.0f, abs(center.y - IN.texCoord.y) * 12.0f, 0);
|
---|
184 | //OUT.illum_col.xyz = float3(0, 1.0f - step(0.5f + NUM_SAMPLES, convergence), 1);
|
---|
185 |
|
---|
186 | OUT.illum_col.w = col.w;
|
---|
187 |
|
---|
188 | return OUT;
|
---|
189 | } |
---|