1 | //////////////////// |
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2 | // Screen Spaced Ambient Occlusion shader |
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3 | // mainly based on shader of Alexander Kusternig |
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4 | |
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5 | //#define NUM_SAMPLES 8 |
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6 | #define NUM_SAMPLES 16 |
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7 | |
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8 | // rule of thumb: approx 1 / NUM_SAMPLES |
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9 | #define SAMPLE_INTENSITY 0.2 |
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10 | //#define SAMPLE_INTENSITY 0.125f |
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11 | |
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12 | #define AREA_SIZE 5e-1f |
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13 | #define VIEW_CORRECTION_SCALE 0.3f |
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14 | #define DISTANCE_SCALE 1e-6f |
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15 | |
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16 | struct fragment |
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17 | { |
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18 | // normalized screen position |
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19 | float4 pos: WPOS; |
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20 | float4 texCoord: TEXCOORD0; |
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21 | float3 view: COLOR0; |
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22 | }; |
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23 | |
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24 | |
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25 | struct pixel |
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26 | { |
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27 | float4 color: COLOR0; |
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28 | }; |
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29 | |
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30 | |
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31 | float2 reflect(float2 pt, float2 n) |
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32 | { |
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33 | // distance to plane |
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34 | float d = dot(n, pt); |
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35 | // reflect around plane |
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36 | float2 rpt = pt - d * 2.0f * n; |
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37 | |
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38 | //return pt; |
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39 | return rpt; |
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40 | } |
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41 | |
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42 | |
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43 | float2 rotate(float2 pt, float2 n) |
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44 | { |
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45 | float2 ptTransformed; |
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46 | ptTransformed.x = n.r * pt.x - n.g * pt.y; |
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47 | ptTransformed.y = n.g * pt.x + n.r * pt.y; |
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48 | |
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49 | return ptTransformed; |
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50 | } |
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51 | |
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52 | |
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53 | float ssao(fragment IN, |
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54 | uniform sampler2D positions, |
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55 | uniform sampler2D noiseTexture, |
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56 | uniform float2 samples[NUM_SAMPLES], |
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57 | uniform float3 currentNormal, |
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58 | uniform float3 currentViewDir, |
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59 | uniform float noiseMultiplier, |
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60 | uniform float4 centerPosition |
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61 | ) |
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62 | { |
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63 | // the w coordinate from the persp. projection |
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64 | float w = centerPosition.w; |
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65 | |
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66 | // Check in a circular area around the current position. |
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67 | // Shoot vectors to the positions there, and check the angle to these positions. |
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68 | // Summing up these angles gives an estimation of the occlusion at the current position. |
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69 | |
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70 | float total_ao = 0.0; |
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71 | |
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72 | const float areaSize = 5e-1f; |
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73 | |
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74 | for (int i = 0; i < NUM_SAMPLES; i ++) |
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75 | { |
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76 | float2 offset = samples[i]; |
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77 | |
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78 | //sample noisetex; r stores costheta, g stores sintheta |
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79 | float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f; |
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80 | |
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81 | // rotation |
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82 | //float2 offsetTransformed = offset; |
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83 | float2 offsetTransformed = rotate(offset, mynoise); |
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84 | //float2 offsetTransformed = reflect(offset, noise); |
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85 | |
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86 | // weight with projected coordinate to reach similar kernel size for near and far |
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87 | float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w; |
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88 | |
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89 | float3 sample_position = tex2D(positions, texcoord).xyz; |
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90 | |
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91 | float3 vector_to_sample = sample_position - centerPosition.xyz; |
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92 | float length_to_sample = length(vector_to_sample); |
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93 | float3 direction_to_sample = vector_to_sample / length_to_sample; |
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94 | |
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95 | // Angle between current normal and direction to sample controls AO intensity. |
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96 | float cos_angle = dot(direction_to_sample, currentNormal); |
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97 | cos_angle = max(cos_angle, 0.0f); |
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98 | |
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99 | // distance between current position and sample position controls AO intensity. |
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100 | float distance_intensity = |
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101 | (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample); |
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102 | |
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103 | // if normal perpenticular to view dir, only half of the samples count |
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104 | float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal)); |
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105 | |
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106 | total_ao += cos_angle * distance_intensity * view_correction; |
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107 | } |
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108 | |
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109 | return (1.0f - total_ao); |
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110 | } |
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111 | |
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112 | |
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113 | float4 globIllum(fragment IN, |
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114 | uniform sampler2D colors, |
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115 | uniform sampler2D positions, |
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116 | uniform sampler2D noiseTexture, |
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117 | uniform float2 samples[NUM_SAMPLES], |
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118 | uniform float3 currentNormal, |
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119 | uniform float3 currentViewDir, |
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120 | uniform float noiseMultiplier, |
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121 | uniform float4 centerPosition |
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122 | ) |
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123 | { |
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124 | // the w coordinate from the persp. projection |
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125 | float w = centerPosition.w; |
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126 | |
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127 | // Check in a circular area around the current position. |
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128 | // Shoot vectors to the positions there, and check the angle to these positions. |
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129 | // Summing up these angles gives an estimation of the occlusion at the current position. |
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130 | |
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131 | float total_ao = 0.0; |
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132 | float3 total_color = float3(0.0f); |
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133 | |
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134 | const float areaSize = 5e-1f; |
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135 | |
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136 | for (int i = 0; i < NUM_SAMPLES; i ++) |
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137 | { |
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138 | float2 offset = samples[i]; |
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139 | |
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140 | //sample noisetex; r stores costheta, g stores sintheta |
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141 | float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f; |
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142 | |
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143 | // rotation |
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144 | float2 offsetTransformed = rotate(offset, mynoise); |
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145 | |
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146 | // weight with projected coordinate to reach similar kernel size for near and far |
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147 | float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w; |
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148 | |
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149 | float3 sample_position = tex2D(positions, texcoord).xyz; |
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150 | float3 sample_color = tex2D(colors, texcoord).xyz; |
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151 | |
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152 | float3 vector_to_sample = sample_position - centerPosition.xyz; |
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153 | float length_to_sample = length(vector_to_sample); |
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154 | float3 direction_to_sample = vector_to_sample / length_to_sample; |
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155 | |
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156 | // Angle between current normal and direction to sample controls AO intensity. |
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157 | float cos_angle = dot(direction_to_sample, currentNormal); |
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158 | cos_angle = max(cos_angle, 0.0f); |
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159 | |
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160 | // distance between current position and sample position controls AO intensity. |
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161 | float distance_intensity = |
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162 | (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample); |
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163 | |
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164 | // if normal perpenticular to view dir, only half of the samples count |
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165 | float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal)); |
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166 | |
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167 | total_ao += cos_angle * distance_intensity * view_correction; |
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168 | total_color += cos_angle * distance_intensity * view_correction * sample_color * 0.3f; |
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169 | } |
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170 | |
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171 | return float4(total_color, 1.0f - total_ao); |
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172 | } |
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173 | |
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174 | |
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175 | float4 shade(fragment IN, |
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176 | uniform sampler2D colors, |
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177 | uniform sampler2D positions, |
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178 | uniform float3 normal, |
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179 | uniform float amb) |
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180 | { |
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181 | float4 lightDir = float4(0.8f, -1.0f, 0.7f, 0.0f); |
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182 | float4 lightDir2 = float4(-0.5f, 0.5f, 0.4f, 0.0f); |
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183 | |
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184 | float4 color = tex2D(colors, IN.texCoord.xy); |
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185 | |
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186 | float4 position = tex2D(positions, IN.texCoord.xy); |
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187 | |
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188 | float4 ambient = 0.3f; |
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189 | |
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190 | // float3 L = normalize(lightPosition - position); |
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191 | float3 light = normalize(lightDir.xyz); |
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192 | float3 light2 = normalize(lightDir2.xyz); |
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193 | |
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194 | float diffuseLight = max(dot(normal, light), 0.0f); |
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195 | float diffuseLight2 = max(dot(normal, light2), 0.0f); |
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196 | |
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197 | float diffuse = diffuseLight + diffuseLight2; |
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198 | //float diffuse = diffuseLight; |
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199 | |
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200 | return (ambient + diffuse) * color * (1.0f - amb) + amb * color; |
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201 | } |
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202 | |
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203 | |
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204 | pixel main_ssao(fragment IN, |
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205 | uniform sampler2D colors, |
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206 | uniform sampler2D positions, |
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207 | uniform sampler2D normals, |
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208 | uniform sampler2D noiseTexture, |
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209 | uniform float2 samples[NUM_SAMPLES], |
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210 | uniform float noiseMultiplier, |
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211 | uniform sampler2D oldTex, |
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212 | const uniform float4x4 oldModelViewProj, |
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213 | uniform float maxDepth, |
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214 | uniform float expFactor |
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215 | ) |
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216 | { |
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217 | pixel OUT; |
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218 | |
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219 | float4 normal = tex2D(normals, IN.texCoord.xy); |
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220 | float amb = normal.w; |
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221 | |
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222 | // expand normal |
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223 | normal = normalize(normal * 2.0f - 1.0f); |
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224 | float3 viewDir = normalize(IN.view * 2.0f - float3(1.0f)); |
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225 | |
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226 | // the current world position |
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227 | float4 centerPosition = tex2D(positions, IN.texCoord.xy); |
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228 | |
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229 | float4 col = shade(IN, colors, positions, normal.xyz, amb); |
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230 | |
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231 | float ao = ssao(IN, positions, noiseTexture, samples, normal.xyz, viewDir, noiseMultiplier, centerPosition); |
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232 | float4 attenuated_color = ao * col; |
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233 | |
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234 | //float4 new_col = globIllum(IN, colors, positions, noiseTexture, samples, normal.xyz, viewDir, noiseMultiplier, centerPosition); |
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235 | //float ao = new_col.w; |
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236 | //float4 attenuated_color = ao * col + new_col; |
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237 | |
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238 | const float x = expFactor; |
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239 | |
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240 | float4 dummy = centerPosition * maxDepth; |
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241 | dummy.w = 1.0f; |
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242 | |
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243 | float4 oldPos = mul(oldModelViewProj, dummy); |
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244 | |
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245 | float newDepth = oldPos.z / oldPos.w; |
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246 | |
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247 | float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f; |
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248 | float4 col1 = tex2D(oldTex, tex); |
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249 | |
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250 | float oldDepth = col1.w; |
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251 | float depthDif = 1.0f - newDepth / oldDepth; |
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252 | |
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253 | if ((tex.x >= 0.0f) && (tex.x < 1.0f) && |
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254 | (tex.y >= 0.0f) && (tex.y < 1.0f) && |
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255 | (abs(depthDif) < 8e-5f)) |
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256 | OUT.color = attenuated_color * expFactor + col1 * float4(1.0f - expFactor); |
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257 | else |
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258 | OUT.color = attenuated_color; |
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259 | |
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260 | OUT.color.w = tex2D(colors, IN.texCoord.xy).w; |
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261 | |
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262 | return OUT; |
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263 | } |
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264 | |
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265 | |
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266 | pixel main(fragment IN, |
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267 | uniform sampler2D colors, |
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268 | uniform sampler2D positions, |
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269 | uniform sampler2D normals |
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270 | ) |
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271 | { |
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272 | pixel OUT; |
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273 | |
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274 | float4 normal = tex2D(normals, IN.texCoord.xy); |
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275 | float amb = normal.w; |
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276 | |
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277 | // expand normal |
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278 | normal = normalize(normal * 2.0f - float4(1.0f)); |
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279 | |
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280 | float4 col = shade(IN, colors, positions, normal.xyz, amb); |
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281 | OUT.color = col; |
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282 | |
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283 | return OUT; |
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284 | } |
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