1 | #define NUM_SAMPLES 8 |
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2 | #define SAMPLE_INTENSITY 0.6 |
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3 | #define AREA_SIZE 3e-1f |
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4 | // kustls magic sample positions |
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5 | /*static const float2 samples[NUM_SAMPLES] = |
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6 | { |
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7 | {-0.326212f, -0.405805f}, |
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8 | {-0.840144f, -0.07358f}, |
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9 | {-0.695914f, 0.457137f}, |
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10 | {-0.203345f, 0.620716}, |
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11 | {0.96234f, -0.194983f}, |
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12 | {0.473434f, -0.480026f}, |
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13 | {0.519456, 0.767022f}, |
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14 | {0.185461f, -0.893124f}, |
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15 | {0.507431f, 0.064425f}, |
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16 | {0.89642f, 0.412458f}, |
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17 | {-0.32194f, -0.932615f}, |
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18 | {-0.791559f, -0.597705f}, |
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19 | {0.326212f, 0.405805f}, |
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20 | {0.840144f, 0.07358f}, |
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21 | {0.695914f, -0.457137f}, |
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22 | {0.203345f, -0.620716}, |
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23 | {-0.96234f, 0.194983f}, |
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24 | {-0.473434f, 0.480026f}, |
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25 | {-0.519456, -0.767022f}, |
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26 | {-0.185461f, 0.893124f}, |
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27 | {-0.507431f, -0.064425f}, |
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28 | {-0.89642f, -0.412458f}, |
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29 | {0.32194f, 0.932615f}, |
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30 | {0.791559f, 0.597705f} |
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31 | };*/ |
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32 | |
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33 | |
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34 | struct fragment |
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35 | { |
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36 | float4 pos: WPOS; // normalized screen position |
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37 | float4 texCoord: TEXCOORD0; |
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38 | }; |
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39 | |
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40 | |
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41 | struct pixel |
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42 | { |
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43 | float4 color: COLOR0; |
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44 | }; |
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45 | |
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46 | |
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47 | float2 reflect(float2 pt, float2 n) |
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48 | { |
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49 | // distance to plane |
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50 | float d = dot(n, pt); |
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51 | // reflect around plane |
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52 | float2 rpt = pt - d * 2.0f * n; |
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53 | |
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54 | //return pt; |
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55 | return rpt; |
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56 | } |
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57 | |
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58 | |
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59 | //based on kustls shader |
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60 | float ssao(fragment IN, |
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61 | uniform sampler2D positions, |
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62 | uniform sampler2D normals, |
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63 | uniform sampler2D noiseTexture, |
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64 | uniform float2 samples[NUM_SAMPLES] |
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65 | ) |
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66 | { |
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67 | // the current world position |
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68 | float4 centerPosition = tex2D(positions, IN.texCoord.xy); |
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69 | // the w coordinate from the persp. projection |
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70 | float w = centerPosition.w; |
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71 | |
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72 | // the normal on the current position |
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73 | float3 centerNormal = tex2D(normals, IN.texCoord.xy).xyz; |
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74 | //normalize(centerNormal); |
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75 | |
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76 | // Check in a circular area around the current position. |
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77 | // Shoot vectors to the positions there, and check the angle to these positions. |
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78 | // Summing up these angles gives an estimation of the occlusion at the current position. |
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79 | |
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80 | float total_ao = 0.0; |
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81 | |
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82 | //const float areaSize = 5e-1f; |
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83 | //const float areaSize = 3e-1f; |
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84 | //const float sampleIntensity = 0.2f; |
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85 | |
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86 | for (int i = 0; i < NUM_SAMPLES; i ++) { |
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87 | float2 offset = samples[i]; |
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88 | |
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89 | //sample noisetex; r stores costheta, g stores sintheta |
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90 | float3 noise = tex2D(noiseTexture, IN.texCoord.xy).xyz * 2.0f - 1.0f; |
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91 | |
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92 | // rotation |
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93 | //float2 offsetTransformed = offset; |
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94 | float2 offsetTransformed; |
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95 | offsetTransformed.x = noise.r * offset.x - noise.g * offset.y; |
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96 | offsetTransformed.y = noise.g * offset.x + noise.r * offset.y; |
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97 | |
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98 | // weight with projected coordinate to reach similar kernel size for near and far |
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99 | float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w; |
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100 | |
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101 | float3 sample_position = tex2D(positions, texcoord).xyz; |
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102 | |
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103 | float3 vector_to_sample = sample_position - centerPosition.xyz; |
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104 | float length_to_sample = length(vector_to_sample); |
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105 | float3 direction_to_sample = vector_to_sample / length_to_sample; |
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106 | |
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107 | // Angle between current normal and direction to sample controls AO intensity. |
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108 | float cos_angle = dot(direction_to_sample, centerNormal); |
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109 | cos_angle = max(cos_angle, 0.0f); |
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110 | |
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111 | // distance between current position and sample position controls AO intensity. |
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112 | const float maxdist = 5e-1f; |
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113 | //const float scale = 50.0f; |
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114 | |
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115 | float distance_intensity = maxdist - length_to_sample; |
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116 | distance_intensity *= distance_intensity; |
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117 | distance_intensity = max(distance_intensity, 0.0f); |
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118 | |
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119 | total_ao += cos_angle * SAMPLE_INTENSITY * distance_intensity; |
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120 | } |
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121 | |
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122 | return (1.0f - total_ao); |
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123 | } |
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124 | |
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125 | |
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126 | float4 shade(fragment IN, |
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127 | uniform sampler2D colors, |
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128 | uniform sampler2D positions, |
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129 | uniform sampler2D normals) |
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130 | { |
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131 | float4 lightDir = float4(0.8f, -1.0f, 0.7f, 0.0f); |
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132 | float4 lightDir2 = float4(-0.5f, 0.5f, 0.4f, 0.0f); |
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133 | |
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134 | float4 color = tex2D(colors, IN.texCoord.xy); |
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135 | float3 normal = tex2D(normals, IN.texCoord.xy).xyz; |
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136 | |
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137 | // expand normal |
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138 | normal = normalize(normal * 2.0f - 1.0f); |
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139 | |
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140 | float4 position = tex2D(positions, IN.texCoord.xy); |
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141 | |
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142 | float4 ambient = float4(0.3f); |
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143 | |
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144 | // float3 L = normalize(lightPosition - position); |
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145 | float3 light = normalize(lightDir.xyz); |
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146 | float3 light2 = normalize(lightDir2.xyz); |
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147 | |
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148 | float diffuseLight = max(dot(normal, light), 0.0f); |
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149 | float diffuseLight2 = max(dot(normal, light2), 0.0f); |
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150 | |
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151 | float diffuse = diffuseLight + diffuseLight2; |
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152 | |
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153 | return (ambient + diffuse) * color; |
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154 | } |
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155 | |
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156 | |
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157 | pixel main(fragment IN, |
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158 | uniform sampler2D colors, |
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159 | uniform sampler2D positions, |
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160 | uniform sampler2D normals, |
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161 | uniform sampler2D noiseTexture, |
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162 | uniform float2 samples[NUM_SAMPLES]) |
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163 | { |
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164 | pixel OUT; |
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165 | |
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166 | float4 col = Shade(IN, positions, normals); |
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167 | float ao = ssao(IN, positions, normals, noiseTexture, samples); |
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168 | //float ao = 1.0f; |
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169 | OUT.color = ao * col; |
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170 | //OUT.color = ao * (ambient + diffuse) * color; |
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171 | //OUT.color = (ambient + diffuse) * color; |
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172 | |
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173 | return OUT; |
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174 | } |
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