[2882] | 1 | ////////////////////
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[2884] | 2 | // SSAO + color bleeding shader
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[2882] | 3 | // based on shader of Alexander Kusternig
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| 4 |
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[2884] | 5 | #include "../shaderenv.h"
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[2882] | 6 |
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| 7 |
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| 8 | struct fragment
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| 9 | {
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| 10 | // normalized screen position
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| 11 | float4 pos: WPOS;
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| 12 | float4 texCoord: TEXCOORD0;
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| 13 | float3 view: COLOR0;
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| 14 | };
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| 15 |
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| 16 |
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| 17 | struct pixel2
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| 18 | {
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| 19 | float4 ssao_col: COLOR0;
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| 20 | float4 illum_col: COLOR1;
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| 21 | };
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| 22 |
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| 23 |
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| 24 | struct pixel
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| 25 | {
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| 26 | float4 illum_col: COLOR0;
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| 27 | };
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| 28 |
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| 29 |
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[2891] | 30 | float2 myreflect(float2 pt, float2 n)
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[2882] | 31 | {
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| 32 | // distance to plane
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| 33 | float d = dot(n, pt);
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| 34 | // reflect around plane
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| 35 | float2 rpt = pt - d * 2.0f * n;
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| 36 | return rpt;
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| 37 | }
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| 38 |
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[2904] | 39 | struct GiStruct
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| 40 | {
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| 41 | float3 illum;
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| 42 | float2 ao;
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| 43 | };
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| 44 |
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| 45 |
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[2991] | 46 |
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| 47 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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[2990] | 48 | {
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[2991] | 49 | float3 x1 = lerp(bl, tl, w.y);
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| 50 | float3 x2 = lerp(br, tr, w.y);
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| 51 | float3 v = lerp(x1, x2, w.x);
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[2990] | 52 |
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| 53 | return v;
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| 54 | }
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| 55 |
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| 56 |
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[2882] | 57 | /** Computes diffuse reflections + ambient occlusion
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| 58 | */
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[2904] | 59 | GiStruct globIllum(fragment IN,
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[2990] | 60 | uniform sampler2D colors,
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| 61 | uniform sampler2D noiseTexture,
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| 62 | uniform float2 samples[NUM_SAMPLES],
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| 63 | uniform float3 currentNormal,
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| 64 | uniform float4 centerPosition,
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| 65 | float w,
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| 66 | uniform float3 eyePos,
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| 67 | uniform float3 bl,
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| 68 | uniform float3 br,
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| 69 | uniform float3 tl,
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| 70 | uniform float3 tr
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[2999] | 71 | //, uniform float3 viewDir
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[2990] | 72 | )
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[2882] | 73 | {
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[2904] | 74 | GiStruct gi;
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| 75 |
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[2882] | 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 | // ao is in stored in the w component
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[2904] | 81 | float3 total_color = float3(0, 0, 0);
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| 82 | float total_ao = 0.0f;
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| 83 | float numSamples = 0.0f;
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[2882] | 84 |
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| 85 | ////////////
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| 86 | //-- the main sampling loop
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| 87 |
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| 88 | for (int i = 0; i < NUM_SAMPLES; i ++)
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| 89 | {
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[2892] | 90 | float2 offset = samples[i];
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[2882] | 91 |
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[2903] | 92 | #if 1
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| 93 | ////////////////////
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| 94 | // add random noise: reflect around random normal vector (warning: slow!)
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| 95 | float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
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[2892] | 96 | float2 offsetTransformed = myreflect(offset, mynoise);
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[2903] | 97 | #else
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| 98 | float2 offsetTransformed = offset;
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| 99 | #endif
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[2882] | 100 | // weight with projected coordinate to reach similar kernel size for near and far
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| 101 | float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
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| 102 |
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[2999] | 103 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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[2904] | 104 |
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[2990] | 105 | // reconstruct world space position from sample
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| 106 | float4 sample = tex2Dlod(colors, float4(texcoord, 0, SSAO_MIPMAP_LEVEL));
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| 107 | const float eyeSpaceDepth = sample.w;
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[2999] | 108 | //float3 rotView = normalize(Interpol(texcoord, bl, br, tl, tr));
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| 109 | float3 rotView = Interpol(texcoord, bl, br, tl, tr);
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[2990] | 110 |
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[3001] | 111 |
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[2990] | 112 | const float3 sample_position = eyePos - rotView * eyeSpaceDepth;
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| 113 | const float3 sample_color = sample.xyz;
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| 114 |
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[2882] | 115 | float3 vector_to_sample = sample_position - centerPosition.xyz;
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| 116 | const float length_to_sample = length(vector_to_sample);
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| 117 |
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| 118 | float3 direction_to_sample = vector_to_sample / length_to_sample;
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| 119 |
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| 120 | // Angle between current normal and direction to sample controls AO intensity.
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| 121 | float cos_angle = max(dot(direction_to_sample, currentNormal), 0);
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| 122 |
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| 123 | // distance between current position and sample position controls AO intensity.
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| 124 | const float distance_intensity =
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| 125 | (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
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| 126 |
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| 127 | // if normal perpenticular to view dir, only half of the samples count
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[2990] | 128 | #if 0
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[2903] | 129 | const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
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| 130 | total_color.w -= cos_angle * distance_intensity * view_correction;
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| 131 | total_color.xyz += cos_angle * distance_intensity * view_correction * sample_color * ILLUM_INTENSITY;
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[2990] | 132 | #endif
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[2904] | 133 | total_ao += cos_angle * distance_intensity;
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| 134 | total_color += cos_angle * distance_intensity * sample_color * ILLUM_INTENSITY;
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[2882] | 135 | }
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| 136 |
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[2975] | 137 | gi.illum = total_color;
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[2904] | 138 | gi.ao = float2(max(0.0f, 1.0f - total_ao), numSamples);
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| 139 |
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| 140 | //return saturate(total_color);
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| 141 | return gi;
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[2882] | 142 | }
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| 143 |
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| 144 |
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[3000] | 145 |
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[2882] | 146 | pixel2 main(fragment IN,
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| 147 | uniform sampler2D colors,
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| 148 | uniform sampler2D positions,
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| 149 | uniform sampler2D normals,
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| 150 | uniform sampler2D noiseTexture,
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| 151 | uniform float2 samples[NUM_SAMPLES],
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| 152 | uniform sampler2D oldSsaoTex,
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| 153 | uniform sampler2D oldIllumTex,
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| 154 | const uniform float4x4 oldModelViewProj,
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| 155 | uniform float maxDepth,
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[2990] | 156 | uniform float temporalCoherence,
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| 157 | uniform float3 eyePos,
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| 158 | uniform float3 bl,
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| 159 | uniform float3 br,
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| 160 | uniform float3 tl,
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| 161 | uniform float3 tr
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[2882] | 162 | )
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| 163 | {
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| 164 | pixel2 OUT;
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| 165 |
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| 166 | float4 norm = tex2D(normals, IN.texCoord.xy);
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[2975] | 167 | float3 normal = normalize(norm.xyz);
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| 168 | // something like a constant ambient term
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[2882] | 169 | const float amb = norm.w;
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[2990] | 170 |
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[2882] | 171 | /// the current view direction
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[2975] | 172 | //float3 viewDir = normalize(IN.view);
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[2882] | 173 |
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[2975] | 174 | // the w coordinate from the persp. projection
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| 175 | float w = norm.w;
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[2882] | 176 | // the current world position
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| 177 | const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
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[3000] | 178 |
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| 179 | /// reconstruct position from the eye space depth
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| 180 | /*float3 viewDir = normalize(IN.view);
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| 181 | const float eyeDepth = tex2D(colors, IN.texCoord.xy).w;
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| 182 |
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| 183 | float4 centerPosition;
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| 184 | centerPosition.xyz = eyePos - viewDir * eyeDepth;
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| 185 |
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| 186 | centerPosition.w = centerPosition2.w;
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| 187 | */
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[2882] | 188 | // the current color
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| 189 | const float4 currentCol = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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| 190 | // the current depth is stored in the w component
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[2975] | 191 | const float currentDepth = centerPosition.w;
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[2882] | 192 |
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[3000] | 193 | GiStruct gi = globIllum(IN, colors, noiseTexture, samples, normal, centerPosition, w, eyePos, bl, br, tl, tr);
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[2882] | 194 |
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| 195 |
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| 196 | /////////////////
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| 197 | //-- compute temporally smoothing
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| 198 |
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| 199 | float4 realPos = centerPosition * maxDepth;
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| 200 | realPos.w = 1.0f;
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| 201 |
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| 202 | float4 oldPos = mul(oldModelViewProj, realPos);
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| 203 |
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| 204 | const float newDepth = oldPos.z / oldPos.w;
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| 205 |
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| 206 | float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
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| 207 |
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| 208 | float4 oldSsao = tex2D(oldSsaoTex, tex);
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| 209 | float4 oldIllum = tex2D(oldIllumTex, tex);
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| 210 |
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| 211 | const float oldDepth = oldSsao.w;
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| 212 | const float depthDif = 1.0f - newDepth / oldDepth;
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| 213 |
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[2897] | 214 | float oldWeight = clamp(oldSsao.z, 0, temporalCoherence);
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| 215 | float newWeight;
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[2882] | 216 |
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[2904] | 217 | const float oldNumSamples = oldSsao.y;
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[2975] | 218 | const float oldAvgDepth = oldSsao.z;
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[2904] | 219 |
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[2999] | 220 | if (//(temporalCoherence > 0.0f) &&
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[2897] | 221 | (tex.x >= 0.0f) && (tex.x < 1.0f) &&
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[2882] | 222 | (tex.y >= 0.0f) && (tex.y < 1.0f) &&
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[2975] | 223 | (abs(depthDif) < 1e-3f)
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| 224 | // check if something changed in the surrounding area
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[2999] | 225 | //&& (oldNumSamples > 0.2 * gi.ao.y)
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[2904] | 226 | )
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[2882] | 227 | {
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[2897] | 228 | newWeight = oldWeight + 1;
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| 229 |
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[2904] | 230 | OUT.ssao_col.xy = (gi.ao + oldSsao.xy * oldWeight) / newWeight;
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| 231 | OUT.illum_col.xyz = (gi.illum + oldIllum.xyz * oldWeight) / newWeight;
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[2882] | 232 | }
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| 233 | else
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| 234 | {
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[2897] | 235 | newWeight = 0;
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| 236 |
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[2904] | 237 | OUT.ssao_col.xy = gi.ao.xy;
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| 238 | OUT.illum_col.xyz = gi.illum;
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[2882] | 239 | }
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| 240 |
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[2897] | 241 | OUT.ssao_col.z = newWeight;
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[2882] | 242 | OUT.ssao_col.w = currentDepth;
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| 243 |
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| 244 | return OUT;
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| 245 | }
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| 246 |
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| 247 |
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[2880] | 248 | pixel combine(fragment IN,
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| 249 | uniform sampler2D colors,
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| 250 | uniform sampler2D ssaoTex,
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| 251 | uniform sampler2D illumTex
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[2975] | 252 | )
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[2880] | 253 | {
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| 254 | pixel OUT;
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| 255 |
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| 256 | float4 col = tex2D(colors, IN.texCoord.xy);
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| 257 | float ao = tex2D(ssaoTex, IN.texCoord.xy).x;
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| 258 | float4 illum = tex2D(illumTex, IN.texCoord.xy);
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| 259 |
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[2882] | 260 | OUT.illum_col = (col + illum) * ao;
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[2884] | 261 | OUT.illum_col.w = col.w;
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[2880] | 262 |
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| 263 | return OUT;
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| 264 | }
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