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 | float2 reflect(float2 pt, float2 n) |
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47 | { |
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48 | // distance to plane |
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49 | float d = dot(n, pt); |
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50 | // reflect around plane |
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51 | float2 rpt = pt - d * 2.0f * n; |
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52 | |
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53 | //return pt; |
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54 | return rpt; |
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55 | } |
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56 | |
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57 | |
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58 | //based on kustls shader |
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59 | float ssao(fragment IN, |
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60 | uniform sampler2D positions, |
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61 | uniform sampler2D normals, |
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62 | const uniform float4x4 ProjTrafo, |
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63 | uniform sampler2D noiseTexture |
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64 | ) |
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65 | { |
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66 | // the current world position |
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67 | float4 centerPositionW = tex2D(positions, IN.texCoord.xy); |
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68 | float3 centerPosition = centerPositionW.xyz; |
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69 | |
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70 | // the normal on the current position |
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71 | float3 centerNormal = tex2D(normals, IN.texCoord.xy).xyz; |
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72 | //normalize(centerNormal); |
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73 | |
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74 | // Check in a circular area around the current position. |
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75 | // Shoot vectors to the positions there, and check the angle to these positions. |
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76 | // Summing up these angles gives an estimation of the occlusion at the current position. |
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77 | |
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78 | float total_ao = 0.0; |
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79 | |
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80 | //const float areaSize = 5e-1f; |
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81 | const float areaSize = 3e-1f; |
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82 | const float sampleIntensity = 0.2f; |
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83 | |
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84 | for (int i = 0; i < SAMPLES; i ++) { |
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85 | float2 offset = samples[i]; |
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86 | |
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87 | //sample noisetex; r stores costheta, g stores sintheta |
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88 | float3 noise = tex2D(noiseTexture, IN.texCoord.xy).xyz * 2.0f - 1.0f; |
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89 | |
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90 | //float2 offsetTransformed = offset;//reflect(offset, noise.xy); |
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91 | float2 offsetTransformed; |
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92 | offsetTransformed.x = noise.r * offset.x - noise.g * offset.y; |
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93 | offsetTransformed.y = noise.g * offset.x + noise.r * offset.y; |
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94 | |
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95 | // weight with projected coordinate to reach similar kernel size for near and far |
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96 | float2 texcoord = IN.texCoord.xy + offsetTransformed * areaSize * centerPositionW.w; |
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97 | |
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98 | float3 sample_position = tex2D(positions, texcoord).xyz; |
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99 | |
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100 | float3 vector_to_sample = sample_position - centerPosition; |
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101 | float length_to_sample = length(vector_to_sample); |
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102 | float3 direction_to_sample = vector_to_sample / (length_to_sample + 1e-9f); |
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103 | |
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104 | // Angle between current normal and direction to sample controls AO intensity. |
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105 | float cos_angle = dot(direction_to_sample, centerNormal); |
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106 | cos_angle = max(cos_angle, 0.0f); |
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107 | |
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108 | // distance between current position and sample position controls AO intensity. |
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109 | const float maxdist = 5e-1f; |
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110 | //const float scale = 50.0f; |
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111 | |
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112 | float distance_intensity = maxdist - length_to_sample; |
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113 | distance_intensity *= distance_intensity; |
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114 | distance_intensity = max(distance_intensity, 0.0f); |
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115 | |
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116 | total_ao += cos_angle * sampleIntensity * distance_intensity; |
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117 | } |
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118 | |
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119 | return (1.0f - total_ao); |
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120 | } |
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121 | |
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122 | |
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123 | pixel main(fragment IN, |
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124 | uniform sampler2D colors, |
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125 | uniform sampler2D positions, |
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126 | uniform sampler2D normals, |
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127 | const uniform float4x4 ProjTrafo, |
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128 | uniform sampler2D noiseTexture) |
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129 | { |
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130 | pixel OUT; |
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131 | |
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132 | float4 lightDir = float4(0.8f, -1.0f, 0.7f, 0.0f); |
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133 | float4 lightDir2 = float4(-0.5f, 0.5f, 0.4f, 0.0f); |
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134 | |
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135 | float4 color = tex2D(colors, IN.texCoord.xy); |
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136 | float3 normal = tex2D(normals, IN.texCoord.xy).xyz; |
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137 | |
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138 | // expand normal |
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139 | normal = normal * 2.0f - 1.0f; |
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140 | |
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141 | float4 position = tex2D(positions, IN.texCoord.xy); |
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142 | |
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143 | float4 ambient = float4(0.3f); |
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144 | |
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145 | // float3 L = normalize(lightPosition - position); |
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146 | float3 light = normalize(lightDir.xyz); |
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147 | float3 light2 = normalize(lightDir2.xyz); |
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148 | |
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149 | float diffuseLight = max(dot(normal, light), 0.0f); |
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150 | float diffuseLight2 = max(dot(normal, light2), 0.0f); |
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151 | |
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152 | float diffuse = diffuseLight + diffuseLight2; |
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153 | |
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154 | float ao = ssao(IN, positions, normals, ProjTrafo, noiseTexture); |
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155 | //OUT.color = ao; |
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156 | OUT.color = ao * (ambient + diffuse) * color; |
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157 | //OUT.color = (ambient + diffuse) * color; |
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158 | |
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159 | //float4 currentPos = tex2D(normals, IN.texCoord.xy) * 0.5f + 0.5f; |
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160 | //float4 currentPos = tex2D(normals, IN.texCoord.xy); |
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161 | //OUT.color = currentPos; |
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162 | |
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163 | return OUT; |
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164 | } |
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