source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/globillum.cg @ 2881

Revision 2881, 5.5 KB checked in by mattausch, 16 years ago (diff)

working quite well

Line 
1////////////////////
2// Screen Spaced Ambient Occlusion shader
3// based on shader of Alexander Kusternig
4
5#define NUM_SAMPLES 10
6//#define NUM_SAMPLES 16
7
8// rule of thumb: approx 1 / NUM_SAMPLES
9//#define SAMPLE_INTENSITY 0.15f
10#define SAMPLE_INTENSITY 0.2f
11
12#define AREA_SIZE 7e-1f
13//#define AREA_SIZE 3e-1f
14#define VIEW_CORRECTION_SCALE 0.3f
15//#define VIEW_CORRECTION_SCALE 0.5f
16#define DISTANCE_SCALE 1e-6f
17
18#define ILLUM_SCALE 5e-1f;
19
20
21struct fragment
22{
23         // normalized screen position
24        float4 pos: WPOS;
25        float4 texCoord: TEXCOORD0;
26        float3 view: COLOR0;
27};
28
29
30
31struct pixel2
32{
33        float4 ssao_col: COLOR0;
34        float4 illum_col: COLOR1;
35};
36
37
38struct pixel
39{
40        float4 illum_col: COLOR0;
41};
42
43
44float2 reflect(float2 pt, float2 n)
45{
46        // distance to plane
47        float d = dot(n, pt);
48        // reflect around plane
49        float2 rpt = pt - d * 2.0f * n;
50        return rpt;
51}
52
53/** Computes  diffuse reflections + ambient occlusion
54*/
55float4 globIllum(fragment IN,
56                                 uniform sampler2D colors,
57                                 uniform sampler2D positions,
58                                 uniform sampler2D noiseTexture,
59                                 uniform float2 samples[NUM_SAMPLES],
60                                 uniform float3 currentNormal,
61                                 uniform float3 currentViewDir,
62                                 uniform float noiseMultiplier,
63                                 uniform float4 centerPosition
64                                 )
65{
66        // the w coordinate from the persp. projection
67        float w = centerPosition.w;
68
69        // Check in a circular area around the current position.
70        // Shoot vectors to the positions there, and check the angle to these positions.
71        // Summing up these angles gives an estimation of the occlusion at the current position.
72
73        // ao is in stored in the w component
74        float4 total_color = float4(0, 0, 0, 1);
75
76
77        ////////////
78        //-- the main sampling loop
79
80        for (int i = 0; i < NUM_SAMPLES; i ++)
81        {
82                float2 offset = samples[i];
83
84                //sample noisetex; r stores costheta, g stores sintheta
85                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;
86
87                // rotation
88                float2 offsetTransformed = reflect(offset, mynoise);
89
90                // weight with projected coordinate to reach similar kernel size for near and far
91                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
92
93                // use lower lod level to improve cache coherence
94                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
95                float3 sample_color = tex2Dlod(colors, float4(texcoord, 0, 2)).xyz;
96
97                float3 vector_to_sample = sample_position - centerPosition.xyz;
98                const float length_to_sample = length(vector_to_sample);
99
100                float3 direction_to_sample = vector_to_sample / length_to_sample;
101
102                // Angle between current normal and direction to sample controls AO intensity.
103                float cos_angle = max(dot(direction_to_sample, currentNormal), 0);
104
105                // distance between current position and sample position controls AO intensity.
106                const float distance_intensity =
107                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
108
109                // if normal perpenticular to view dir, only half of the samples count
110                const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
111
112                total_color.w -= cos_angle * distance_intensity * view_correction;
113
114                total_color.xyz += cos_angle * distance_intensity * view_correction * sample_color * ILLUM_SCALE;
115        }
116
117        return saturate(total_color);
118}
119
120
121/** The mrt shader for screen space ambient occlusion + indirect illumination
122*/
123pixel2 main(fragment IN,
124                   uniform sampler2D colors,
125                   uniform sampler2D positions,
126                   uniform sampler2D normals,
127                   uniform sampler2D noiseTexture,
128                   uniform float2 samples[NUM_SAMPLES],
129                   uniform float noiseMultiplier,
130                   uniform sampler2D oldSsaoTex,
131                   uniform sampler2D oldIllumTex,
132                   const uniform float4x4 oldModelViewProj,
133                   uniform float maxDepth,
134                   uniform float expFactor
135                   )
136{
137        pixel2 OUT;
138
139        float4 norm = tex2D(normals, IN.texCoord.xy);
140       
141        // the ambient term
142        const float amb = norm.w;
143
144        // expand normal
145        float3 normal = normalize(norm.xyz);
146        /// the current view direction
147        float3 viewDir = normalize(IN.view * 2.0f - float3(1.0f));
148
149        // the current world position
150        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
151       
152        // the current color
153        const float4 currentCol = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
154        // the current depth is stored in the w component
155        const float currentDepth = currentCol.w;
156
157        float4 new_color = globIllum(IN, colors, positions, noiseTexture,
158                                 samples, normal, viewDir, noiseMultiplier, centerPosition);
159       
160
161        /////////////////
162        //-- compute temporally smoothing
163
164        float4 realPos = centerPosition * maxDepth;
165        realPos.w = 1.0f;
166
167        float4 oldPos = mul(oldModelViewProj, realPos);
168
169        const float newDepth = oldPos.z / oldPos.w;
170
171        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
172
173        float4 oldSsao = tex2D(oldSsaoTex, tex);
174        float4 oldIllum = tex2D(oldIllumTex, tex);
175
176        const float oldDepth = oldSsao.w;
177        const float depthDif = 1.0f - newDepth / oldDepth;
178
179
180        if ((tex.x >= 0.0f) && (tex.x < 1.0f) &&
181                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
182                (abs(depthDif)  < 1e-3f))
183        {
184                OUT.ssao_col.x = new_color.w * expFactor + oldSsao.x * (1.0f - expFactor);
185                OUT.illum_col = new_color * expFactor + oldIllum * (1.0f - expFactor);
186        }
187        else
188        {
189                OUT.ssao_col.x = new_color.w;
190                OUT.illum_col = new_color;
191        }
192
193        OUT.ssao_col.w = currentDepth;
194
195        return OUT;
196}
197
198
199pixel combine(fragment IN,
200                          uniform sampler2D colors,
201                          uniform sampler2D ssaoTex,
202                          uniform sampler2D illumTex
203                   )
204{
205        pixel OUT;
206
207        float4 col = tex2D(colors, IN.texCoord.xy);
208        float ao = tex2D(ssaoTex, IN.texCoord.xy).x;
209        float4 illum = tex2D(illumTex, IN.texCoord.xy);
210       
211        OUT.illum_col = (col + illum) * ao;
212
213        return OUT;
214}
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