1 | #define SAMPLES 24 |
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2 | |
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3 | // kustls magic sample positions |
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4 | static const float2 samples[SAMPLES] = |
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5 | { |
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6 | {-0.326212f, -0.405805f}, |
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7 | {-0.840144f, -0.07358f}, |
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8 | {-0.695914f, 0.457137f}, |
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9 | {-0.203345f, 0.620716}, |
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10 | {0.96234f, -0.194983f}, |
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11 | {0.473434f, -0.480026f}, |
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12 | {0.519456, 0.767022f}, |
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13 | {0.185461f, -0.893124f}, |
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14 | {0.507431f, 0.064425f}, |
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15 | {0.89642f, 0.412458f}, |
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16 | {-0.32194f, -0.932615f}, |
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17 | {-0.791559f, -0.597705f}, |
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18 | {0.326212f, 0.405805f}, |
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19 | {0.840144f, 0.07358f}, |
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20 | {0.695914f, -0.457137f}, |
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21 | {0.203345f, -0.620716}, |
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22 | {-0.96234f, 0.194983f}, |
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23 | {-0.473434f, 0.480026f}, |
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24 | {-0.519456, -0.767022f}, |
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25 | {-0.185461f, 0.893124f}, |
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26 | {-0.507431f, -0.064425f}, |
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27 | {-0.89642f, -0.412458f}, |
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28 | {0.32194f, 0.932615f}, |
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29 | {0.791559f, 0.597705f} |
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30 | }; |
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31 | |
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32 | |
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33 | struct fragment |
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34 | { |
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35 | float4 pos: WPOS; // normalized screen position |
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36 | float4 texCoord: TEXCOORD0; |
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37 | }; |
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38 | |
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39 | |
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40 | struct pixel |
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41 | { |
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42 | float4 color: COLOR0; |
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43 | }; |
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44 | |
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45 | |
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46 | //based on kustls shader |
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47 | float ssao(fragment IN, |
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48 | uniform sampler2D positions, |
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49 | uniform sampler2D normals, |
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50 | const uniform float4x4 ProjTrafo, |
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51 | uniform sampler2D noiseTexture |
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52 | ) |
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53 | { |
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54 | // the current world position |
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55 | float4 centerPositionW = tex2D(positions, IN.texCoord.xy); |
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56 | float3 centerPosition = centerPositionW.xyz; |
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57 | |
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58 | // the normal on the current position |
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59 | float3 centerNormal = tex2D(normals, IN.texCoord.xy).xyz * 2.0f - 1.0f; |
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60 | |
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61 | // Check in a circular area around the current position. |
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62 | // Shoot vectors to the positions there, and check the angle to these positions. |
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63 | // Summing up these angles gives an estimation of the occlusion at the current position. |
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64 | |
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65 | float total_ao = 0.0; |
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66 | |
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67 | //const float areaSize = 4.0f; |
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68 | const float areaSize = 5e-3f; |
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69 | const float sampleIntensity = 0.1; |
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70 | |
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71 | for (int i = 0; i < SAMPLES; i ++) { |
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72 | float2 offset = samples[i]; |
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73 | |
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74 | //sample noisetex; r stores costheta, g stores sintheta |
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75 | float3 noise = tex2D(noiseTexture, IN.texCoord.xy).xyz * 2.0f - 1.0f; |
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76 | |
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77 | float2 offsetTransformed; |
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78 | offsetTransformed.x = noise.r*offset.x - noise.g*offset.y; |
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79 | offsetTransformed.y = noise.g*offset.x + noise.r*offset.y; |
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80 | |
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81 | float2 texcoord = IN.texCoord.xy + offsetTransformed * areaSize;// * (1.0f - centerPositionW.w); |
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82 | |
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83 | float3 sample_position = tex2D(positions, texcoord).xyz; |
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84 | |
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85 | float3 vector_to_sample = sample_position - centerPosition; |
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86 | float length_to_sample = length(vector_to_sample); |
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87 | float3 direction_to_sample = vector_to_sample / length_to_sample; |
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88 | |
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89 | // Angle between current normal and direction to sample controls AO intensity. |
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90 | float cos_angle = dot(direction_to_sample, centerNormal); |
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91 | cos_angle = max(cos_angle, 0.0f); |
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92 | |
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93 | // distance between current position and sample position controls AO intensity. |
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94 | const float scale = 5e-1f; |
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95 | |
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96 | float distance_intensity = scale * (1.0f - length_to_sample); |
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97 | distance_intensity = max(distance_intensity, 0.0f); |
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98 | |
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99 | total_ao += cos_angle * sampleIntensity * distance_intensity; |
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100 | } |
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101 | |
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102 | return (1.0f - total_ao); |
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103 | } |
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104 | |
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105 | |
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106 | pixel main(fragment IN, |
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107 | uniform sampler2D colors, |
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108 | uniform sampler2D positions, |
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109 | uniform sampler2D normals, |
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110 | const uniform float4x4 ProjTrafo, |
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111 | uniform sampler2D noiseTexture) |
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112 | { |
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113 | pixel OUT; |
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114 | float4 lightDir = float4(1.0f, 1.0f, 1.0f, 0.0f); |
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115 | |
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116 | float4 color = tex2D(colors, IN.texCoord.xy); |
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117 | float3 normal = tex2D(normals, IN.texCoord.xy).xyz; |
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118 | // expand normal |
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119 | normal = normal * 2.0f - 1.0f; |
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120 | |
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121 | float4 position = tex2D(positions, IN.texCoord.xy); |
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122 | |
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123 | float4 ambient = float4(0.3f); |
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124 | |
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125 | // float3 L = normalize(lightPosition - position); |
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126 | float3 light = normalize(lightDir.xyz); |
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127 | |
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128 | float diffuseLight = max(dot(normal, light), 0.0f); |
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129 | float diffuse = diffuseLight; |
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130 | |
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131 | float ao = ssao(IN, positions, normals, ProjTrafo, noiseTexture); |
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132 | OUT.color = ao; //(ambient + diffuse) * color; |
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133 | //OUT.color = (ambient + diffuse) * color; |
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134 | //float4 currentPos = tex2D(positions, IN.texCoord.xy); |
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135 | //OUT.color = currentPos; |
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136 | |
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137 | return OUT; |
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138 | } |
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