source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/globillum.cg @ 2904

Revision 2904, 6.2 KB checked in by mattausch, 16 years ago (diff)

got rid of error with newly visible surfaces, much faster

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         // normalized screen position
11        float4 pos: WPOS;
12        float4 texCoord: TEXCOORD0;
13        float3 view: COLOR0;
14};
15
16
17struct pixel2
18{
19        float4 ssao_col: COLOR0;
20        float4 illum_col: COLOR1;
21};
22
23
24struct pixel
25{
26        float4 illum_col: COLOR0;
27};
28
29
30float2 myreflect(float2 pt, float2 n)
31{
32        // distance to plane
33        float d = dot(n, pt);
34        // reflect around plane
35        float2 rpt = pt - d * 2.0f * n;
36        return rpt;
37}
38
39struct GiStruct
40{
41        float3 illum;
42        float2 ao;
43};
44
45
46/** Computes  diffuse reflections + ambient occlusion
47*/
48GiStruct globIllum(fragment IN,
49                                 uniform sampler2D colors,
50                                 uniform sampler2D positions,
51                                 uniform sampler2D noiseTexture,
52                                 uniform float2 samples[NUM_SAMPLES],
53                                 uniform float3 currentNormal,
54                                 uniform float3 currentViewDir,
55                                 uniform float4 centerPosition
56                                 )
57{
58        GiStruct gi;
59
60        // the w coordinate from the persp. projection
61        float w = centerPosition.w;
62
63        // Check in a circular area around the current position.
64        // Shoot vectors to the positions there, and check the angle to these positions.
65        // Summing up these angles gives an estimation of the occlusion at the current position.
66
67        // ao is in stored in the w component
68        float3 total_color = float3(0, 0, 0);
69        float total_ao = 0.0f;
70        float numSamples = 0.0f;
71
72        ////////////
73        //-- the main sampling loop
74
75        for (int i = 0; i < NUM_SAMPLES; i ++)
76        {
77                float2 offset = samples[i];
78
79#if 1
80                ////////////////////
81                // add random noise: reflect around random normal vector (warning: slow!)
82                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
83                float2 offsetTransformed = myreflect(offset, mynoise);
84#else
85                float2 offsetTransformed = offset;
86#endif
87                // weight with projected coordinate to reach similar kernel size for near and far
88                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
89
90                if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f))
91                        ++ numSamples;
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                /*
111                const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
112                total_color.w -= cos_angle * distance_intensity * view_correction;
113                total_color.xyz += cos_angle * distance_intensity * view_correction * sample_color * ILLUM_INTENSITY;
114                */
115                total_ao += cos_angle * distance_intensity;
116                total_color += cos_angle * distance_intensity * sample_color * ILLUM_INTENSITY;
117        }
118
119        gi.illum = saturate(total_color);
120        gi.ao = float2(max(0.0f, 1.0f - total_ao), numSamples);
121
122        //return saturate(total_color);
123        return gi;
124}
125
126
127/** The mrt shader for screen space ambient occlusion + indirect illumination
128*/
129pixel2 main(fragment IN,
130                   uniform sampler2D colors,
131                   uniform sampler2D positions,
132                   uniform sampler2D normals,
133                   uniform sampler2D noiseTexture,
134                   uniform float2 samples[NUM_SAMPLES],
135                   uniform sampler2D oldSsaoTex,
136                   uniform sampler2D oldIllumTex,
137                   const uniform float4x4 oldModelViewProj,
138                   uniform float maxDepth,
139                   uniform float temporalCoherence
140                   )
141{
142        pixel2 OUT;
143
144        float4 norm = tex2D(normals, IN.texCoord.xy);
145       
146        // the ambient term
147        const float amb = norm.w;
148
149        // expand normal
150        float3 normal = normalize(norm.xyz);
151
152        /// the current view direction
153        float3 viewDir;// = normalize(IN.view);
154
155        // the current world position
156        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
157       
158        // the current color
159        const float4 currentCol = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
160        // the current depth is stored in the w component
161        const float currentDepth = currentCol.w;
162
163        GiStruct gi = globIllum(IN, colors, positions, noiseTexture, samples, normal, viewDir, centerPosition);
164       
165
166        /////////////////
167        //-- compute temporally smoothing
168
169        float4 realPos = centerPosition * maxDepth;
170        realPos.w = 1.0f;
171
172        float4 oldPos = mul(oldModelViewProj, realPos);
173
174        const float newDepth = oldPos.z / oldPos.w;
175
176        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
177
178        float4 oldSsao = tex2D(oldSsaoTex, tex);
179        float4 oldIllum = tex2D(oldIllumTex, tex);
180
181        const float oldDepth = oldSsao.w;
182        const float depthDif = 1.0f - newDepth / oldDepth;
183
184        float oldWeight = clamp(oldSsao.z, 0, temporalCoherence);
185        float newWeight;
186
187        const float oldNumSamples = oldSsao.y;
188
189        if ((temporalCoherence > 0.0f) &&
190                (tex.x >= 0.0f) && (tex.x < 1.0f) &&
191                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
192                (abs(depthDif)  < 1e-3f)
193                && (oldNumSamples > gi.ao.y - 1.5f) // check if something happened in the surrounding area
194                )
195        {
196                newWeight = oldWeight + 1;
197
198                OUT.ssao_col.xy = (gi.ao + oldSsao.xy * oldWeight) / newWeight;
199                OUT.illum_col.xyz  = (gi.illum + oldIllum.xyz * oldWeight) / newWeight;
200        }
201        else
202        {
203                newWeight = 0;
204
205                OUT.ssao_col.xy = gi.ao.xy;
206                OUT.illum_col.xyz = gi.illum;
207        }
208
209        OUT.ssao_col.z = newWeight;
210        OUT.ssao_col.w = currentDepth;
211
212        return OUT;
213}
214
215
216pixel combine(fragment IN,
217                          uniform sampler2D colors,
218                          uniform sampler2D ssaoTex,
219                          uniform sampler2D illumTex
220                   )
221{
222        pixel OUT;
223
224        float4 col = tex2D(colors, IN.texCoord.xy);
225        float ao = tex2D(ssaoTex, IN.texCoord.xy).x;
226        float4 illum = tex2D(illumTex, IN.texCoord.xy);
227       
228        OUT.illum_col = (col + illum) * ao;
229        //OUT.illum_col = ao;
230
231        OUT.illum_col.w = col.w;
232
233        return OUT;
234}
Note: See TracBrowser for help on using the repository browser.