source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/globillum.cg @ 3168

Revision 3168, 6.9 KB checked in by mattausch, 16 years ago (diff)

removed bug (second aa output), normsl normalization now during mrt output

Line 
1////////////////////
2// SSAO + color bleeding shader
3// based on shader of Alexander Kusternig
4
5#include "../shaderenv.h"
6
7
8struct fragment
9{
10        float2 texCoord: TEXCOORD0;
11        float3 view: TEXCOORD1;
12};
13
14
15struct pixel2
16{
17        float4 ssao_col: COLOR0;
18        float4 illum_col: COLOR1;
19};
20
21
22struct pixel
23{
24        float4 illum_col: COLOR0;
25};
26
27
28float2 myreflect(float2 pt, float2 n)
29{
30        // distance to plane
31        float d = dot(n, pt);
32        // reflect around plane
33        float2 rpt = pt - d * 2.0f * n;
34        return rpt;
35}
36
37struct GiStruct
38{
39        float3 illum;
40        float2 ao;
41};
42
43
44
45inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
46{
47        float3 x1 = lerp(bl, tl, w.y);
48        float3 x2 = lerp(br, tr, w.y);
49        float3 v = lerp(x1, x2, w.x);
50
51        return v;
52}
53
54
55/** Computes  diffuse reflections + ambient occlusion
56*/
57GiStruct globIllum(fragment IN,
58                                   uniform sampler2D colors,
59                                   uniform sampler2D noiseTexture,
60                                   uniform float2 samples[NUM_SAMPLES],
61                                   uniform float3 currentNormal,
62                                   uniform float3 centerPosition,
63                                   float scaleFactor,
64                                   uniform float3 bl,
65                                   uniform float3 br,
66                                   uniform float3 tl,
67                                   uniform float3 tr
68                                   , uniform float3 viewDir
69                                   )
70{
71        GiStruct gi;
72
73        // Check in a circular area around the current position.
74        // Shoot vectors to the positions there, and check the angle to these positions.
75        // Summing up these angles gives an estimation of the occlusion at the current position.
76
77        // ao is in stored in the w component
78        float3 total_color = float3(0, 0, 0);
79        float total_ao = 0.0f;
80        float numSamples = 0.0f;
81
82        ////////////
83        //-- the main sampling loop
84
85        for (int i = 0; i < NUM_SAMPLES; i ++)
86        {
87                const float2 offset = samples[i];
88
89#if 1
90                ////////////////////
91                // add random noiseTex: reflect around random normal vector (warning: slow!)
92                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
93                float2 offsetTransformed = myreflect(offset, mynoise);
94#else
95                float2 offsetTransformed = offset;
96#endif
97                // weight with projected coordinate to reach similar kernel size for near and far
98                float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
99
100                //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
101
102
103                //////////
104                //-- reconstruct world space position from sample
105
106                const float4 sample = tex2Dlod(colors, float4(texcoord, 0, 0));
107                //const float4 sample = tex2D(colors, texcoord);
108
109                const float eyeSpaceDepth = sample.w;
110                float3 rotView = Interpol(texcoord, bl, br, tl, tr);
111               
112                const float3 samplePos = - rotView * eyeSpaceDepth;
113                const float3 sampleCol = sample.xyz;
114
115                // distance between current position and sample position controls AO intensity.
116
117                float3 dirSample = samplePos - centerPosition.xyz;
118                const float magSample = length(dirSample);
119                // normalize
120                dirSample /= magSample;
121
122                // use angle between current normal and direction to sample controls AO intensity.
123                float cosAngle = max(dot(dirSample, currentNormal), 0);
124
125                const float denom = (DISTANCE_SCALE + magSample * magSample);
126
127                float2 intensity = float2(SAMPLE_INTENSITY, ILLUM_INTENSITY);
128                intensity /= denom;
129
130                // if normal perpenticular to view dir, only the samples approx count half
131#if 1
132                const float viewCorrect = 1.0f + VIEW_CORRECTION_SCALE * dot(viewDir, currentNormal);
133       
134                total_ao += cosAngle * intensity.x * viewCorrect;
135                total_color += cosAngle * intensity.y * sampleCol * viewCorrect;
136#else
137                total_ao += cos_angle * intensity.x;
138                total_color += cos_angle * intensity.y * sampleCol;
139#endif
140        }
141
142        gi.illum = total_color;
143        gi.ao = float2(max(0.0f, 1.0f - total_ao), numSamples);
144
145        return gi;
146}
147
148
149
150pixel2 main(fragment IN,
151                   uniform sampler2D colors,
152                   uniform sampler2D normals,
153                   uniform sampler2D noiseTex,
154                   uniform float2 samples[NUM_SAMPLES],
155                   uniform sampler2D oldSsaoTex,
156                   uniform sampler2D oldIllumTex,
157                   const uniform float4x4 oldModelViewProj,
158                   const uniform float4x4 modelViewProj,
159                   uniform float temporalCoherence,
160                   uniform float3 bl,
161                   uniform float3 br,
162                   uniform float3 tl,
163                   uniform float3 tr
164                   )
165{
166        pixel2 OUT;
167
168        const float3 normal = tex2Dlod(normals, float4(IN.texCoord, 0 ,0));
169
170       
171        /////////////
172        //-- reconstruct position from the eye space depth
173
174        float3 viewDir = IN.view;
175        const float eyeDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
176       
177        const float4 eyeSpacePos = float4(-viewDir * eyeDepth, 1.0f);
178
179        // calculcate the current projected depth for next frame
180        float4 currentPos = mul(modelViewProj, eyeSpacePos);
181
182        const float w = SAMPLE_RADIUS / currentPos.w;
183        currentPos /= currentPos.w;
184       
185        const float currentDepth = currentPos.z * PRECISION_SCALE;
186
187        ///////////
188        //-- compute color bleeding + ao
189
190        GiStruct gi = globIllum(IN, colors, noiseTex, samples, normal, eyeSpacePos, w, bl, br, tl, tr, normalize(IN.view));
191       
192
193        /////////////////
194        //-- compute temporally smoothing
195
196        // reprojection new frame into old one
197        // calculate projected depth
198        float4 projPos = mul(oldModelViewProj, eyeSpacePos);
199        projPos /= projPos.w;
200
201        // the current depth projected into the old frame
202        const float projDepth = projPos.z * PRECISION_SCALE;
203
204        // fit from unit cube into 0 .. 1
205        float2 tex = projPos.xy * 0.5f + 0.5f;
206
207        // retrieve the sample from the last frame
208        float3 oldSsao = tex2D(oldSsaoTex, tex).xyz;
209        float3 oldIllum = tex2D(oldIllumTex, tex).xyz;
210
211        const float oldDepth = oldSsao.z;
212        //const float depthDif = 1.0f - projDepth / oldDepth;
213        const float depthDif = projDepth - oldDepth;
214
215        // the weights that indicate the state of convergence
216        const float oldWeight = clamp(oldSsao.y, .0f, temporalCoherence);
217        float newWeight;
218
219        //const float oldNumSamples = oldSsao.y;
220       
221        if ((temporalCoherence > 1e-6f) &&
222                (tex.x >= 0.0f) && (tex.x < 1.0f) &&
223                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
224                (abs(depthDif) < MIN_DEPTH_DIFF)
225                // check if something changed in the surrounding area
226                //&& (oldNumSamples > 0.2 * gi.ao.y)
227                )
228        {
229                newWeight = oldWeight + 1;
230
231                float4 tmp = float4(gi.ao.x, gi.illum);
232                float4 oldTmp = float4(oldSsao.x, oldIllum);
233
234                float4 interpol = (tmp + oldTmp * oldWeight) / newWeight;
235
236                OUT.ssao_col.x = interpol.x;
237                OUT.illum_col.xyz = interpol.yzw;
238        }
239        else
240        {
241                newWeight = 0;
242
243                OUT.ssao_col.x = gi.ao.x;
244                OUT.illum_col.xyz = gi.illum;
245        }
246
247        OUT.ssao_col.y = newWeight;
248        OUT.ssao_col.z = currentDepth;
249
250        return OUT;
251}
252
253
254pixel combine(fragment IN,
255                          uniform sampler2D colorsTex,
256                          uniform sampler2D ssaoTex,
257                          uniform sampler2D illumTex
258                          )
259{
260        pixel OUT;
261
262        float4 col = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0));
263        float ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0)).x;
264
265        float3 illum = tex2Dlod(illumTex, float4(IN.texCoord, 0, 0)).xyz;
266
267        OUT.illum_col.xyz = (col.xyz + illum) * ao;
268        //OUT.illum_col.xyz = col.xyz * ao;
269
270        OUT.illum_col.w = col.w;
271
272        return OUT;
273}
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