[2884] | 1 | #include "../shaderenv.h"
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| 2 |
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[2881] | 3 | ////////////////////
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| 4 | // Screen Spaced Ambient Occlusion shader
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| 5 | // based on shader of Alexander Kusternig
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| 6 |
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[3106] | 7 | #define USE_EYESPACE_DEPTH 1
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[3112] | 8 | //#extension GL_EXT_gpu_shader4 : enable
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[3105] | 9 |
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| 10 |
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| 11 |
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[3112] | 12 |
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[2881] | 13 | struct fragment
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| 14 | {
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[2889] | 15 | float2 texCoord: TEXCOORD0;
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| 16 | float3 view: TEXCOORD1;
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[2881] | 17 | };
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| 18 |
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| 19 |
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| 20 | struct pixel
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| 21 | {
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| 22 | float4 illum_col: COLOR0;
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| 23 | };
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| 24 |
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| 25 |
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[3081] | 26 | inline float occlusionPower(float radius, float dist)
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| 27 | {
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| 28 | return 6.283185307179586476925286766559f * (1.0f - cos(asin(radius / dist)));
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| 29 | }
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| 30 |
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| 31 |
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[2990] | 32 | inline float2 myreflect(float2 pt, float2 n)
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[2881] | 33 | {
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| 34 | // distance to plane
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| 35 | float d = dot(n, pt);
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| 36 | // reflect around plane
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| 37 | float2 rpt = pt - d * 2.0f * n;
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[2886] | 38 |
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[2881] | 39 | return rpt;
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| 40 | }
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| 41 |
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| 42 |
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[2990] | 43 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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[2986] | 44 | {
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[2991] | 45 | float3 x1 = lerp(bl, tl, w.y);
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| 46 | float3 x2 = lerp(br, tr, w.y);
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| 47 | float3 v = lerp(x1, x2, w.x);
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[2987] | 48 |
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| 49 | return v;
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| 50 | }
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| 51 |
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[2988] | 52 |
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[2992] | 53 | // reconstruct world space position
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[3085] | 54 | inline float3 ReconstructSamplePos(uniform sampler2D tex,
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[3017] | 55 | float2 texcoord,
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| 56 | float3 bl, float3 br, float3 tl, float3 tr)
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[2988] | 57 | {
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[3089] | 58 | const float eyeSpaceDepth = tex2Dlod(tex, float4(texcoord, 0, 0)).w;
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[3121] | 59 |
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[3097] | 60 | float3 viewVec = Interpol(texcoord, bl, br, tl, tr);
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[3017] | 61 | float3 samplePos = -viewVec * eyeSpaceDepth;
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| 62 |
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[2999] | 63 | return samplePos;
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[2988] | 64 | }
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| 65 |
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| 66 |
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[3087] | 67 | inline float ComputeDifference(float2 offset,
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[3115] | 68 | sampler2D oldTex,
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| 69 | float4x4 oldModelViewProj,
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| 70 | sampler2D colors,
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| 71 | sampler2D noiseTex,
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| 72 | float scaleFactor,
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| 73 | float3 bl,
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| 74 | float3 br,
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| 75 | float3 tl,
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| 76 | float3 tr,
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[3087] | 77 | float2 texcoord0,
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| 78 | float3 oldEyePos,
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[3115] | 79 | float3 oldbl,
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| 80 | float3 oldbr,
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| 81 | float3 oldtl,
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| 82 | float3 oldtr,
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[3100] | 83 | float eyeSpaceDepth
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[3087] | 84 | )
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| 85 | {
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[3115] | 86 | const float2 mynoise = tex2Dlod(noiseTex, float4(texcoord0, 0, 0)).xy;
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[3087] | 87 |
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| 88 | const float2 offsetTransformed = myreflect(offset, mynoise);
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[3089] | 89 | float2 texCoord = texcoord0 + offsetTransformed * scaleFactor;
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[3095] | 90 |
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[3100] | 91 | const float sampleEyeSpaceDepth = tex2Dlod(colors, float4(texCoord, 0, 0)).w;
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[3101] | 92 |
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[3100] | 93 | const float3 viewVec = Interpol(texCoord, bl, br, tl, tr);
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| 94 | const float3 samplePos = -viewVec * sampleEyeSpaceDepth;
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[3115] | 95 | const float3 translatedPos = samplePos - oldEyePos;
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[3087] | 96 |
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| 97 | // reproject into old frame and calculate projected depth
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[3100] | 98 | float4 projPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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[3087] | 99 | projPos /= projPos.w;
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| 100 | // fit from unit cube into 0 .. 1
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[3095] | 101 | const float2 oldTexCoords = projPos.xy * 0.5f + 0.5f;
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[3087] | 102 | // retrieve the sample from the last frame
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[3095] | 103 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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[3119] | 104 | // the eye linear depth from the previous frame
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[3095] | 105 | const float oldEyeSpaceDepth = oldPixel.w;
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[3115] | 106 |
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| 107 | // projected linear depth
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[3100] | 108 | const float3 oldViewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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| 109 | const float invlen = 1.0f / length(oldViewVec);
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[3115] | 110 | const float projectedEyeSpaceDepth = invlen * length(translatedPos);
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[3087] | 111 |
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[3119] | 112 | float depthDif = (abs(eyeSpaceDepth - sampleEyeSpaceDepth) > 3.0f) ?
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| 113 | 0 : abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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[3115] | 114 |
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[3100] | 115 | return depthDif;
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[3087] | 116 | }
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| 117 |
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| 118 |
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[3115] | 119 | /** This shader computes the reprojection and stores
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| 120 | reprojected color / depth values as well as a boolean that
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[3082] | 121 | */
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[3121] | 122 | inline float3 temporalSmoothing(float4 worldPos,
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[3095] | 123 | float eyeSpaceDepth,
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| 124 | float2 texcoord0,
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| 125 | float3 oldEyePos,
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[3113] | 126 | sampler2D oldTex,
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| 127 | float4x4 oldModelViewProj,
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| 128 | float temporalCoherence,
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| 129 | sampler2D colors,
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| 130 | float3 bl,
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| 131 | float3 br,
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| 132 | float3 tl,
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| 133 | float3 tr,
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[3112] | 134 | float3 projPos,
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[3109] | 135 | float invW,
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[3113] | 136 | sampler2D noiseTex,
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| 137 | float2 samples[NUM_SAMPLES],
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[3109] | 138 | float scaleFactor,
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[3113] | 139 | float3 oldbl,
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| 140 | float3 oldbr,
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| 141 | float3 oldtl,
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| 142 | float3 oldtr,
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| 143 | float3 diffVec
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[3109] | 144 | )
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[3082] | 145 | {
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[3113] | 146 | // compute position from old frame for dynamic objects + translational portion
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[3115] | 147 | const float3 translatedPos = worldPos.xyz - oldEyePos + diffVec;
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[3111] | 148 |
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[3082] | 149 |
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[3109] | 150 | /////////////////
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| 151 | //-- reproject into old frame and calculate texture position of sample in old frame
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| 152 |
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| 153 | // note: the old model view matrix only holds the view orientation part
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[3115] | 154 | float4 backProjPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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[3083] | 155 | backProjPos /= backProjPos.w;
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[3109] | 156 |
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[3082] | 157 | // fit from unit cube into 0 .. 1
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[3085] | 158 | const float2 oldTexCoords = backProjPos.xy * 0.5f + 0.5f;
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[3082] | 159 | // retrieve the sample from the last frame
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[3095] | 160 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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[3105] | 161 |
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| 162 | #if USE_EYESPACE_DEPTH
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[3111] | 163 |
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[3095] | 164 | // calculate eye space position of sample in old frame
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| 165 | const float oldEyeSpaceDepth = oldPixel.w;
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[3082] | 166 |
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[3095] | 167 | // vector from eye pos to old sample
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[3097] | 168 | const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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[3109] | 169 | const float invLen = 1.0f / length(viewVec);
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[3115] | 170 | const float projectedEyeSpaceDepth = invLen * length(translatedPos);
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[3099] | 171 |
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[3109] | 172 | const float depthDif = abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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[3106] | 173 |
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[3105] | 174 | #else
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[3117] | 175 |
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[3105] | 176 | // calculate eye space position of sample in old frame
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| 177 | const float oldDepth = oldPixel.w;
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[3106] | 178 | const float projectedDepth = projPos.z;
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[3105] | 179 | // vector from eye pos to old sample
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| 180 | const float depthDif = abs(projectedDepth - oldDepth);
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[3117] | 181 |
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[3105] | 182 | #endif
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| 183 |
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[3089] | 184 | float notValid = 0.5f;
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[3115] | 185 | //float overallDepth = 0;
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| 186 | const float squaredLen = diffVec.x * diffVec.x + diffVec.y * diffVec.y + diffVec.z * diffVec.z;
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[3120] | 187 | #if 1
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[3115] | 188 | if (squaredLen < 1e-8f) // object not dynamic
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[3083] | 189 | {
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[3115] | 190 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 191 | {
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| 192 | float sampleDif = ComputeDifference(samples[i],
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| 193 | oldTex,
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| 194 | oldModelViewProj,
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| 195 | colors,
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| 196 | noiseTex,
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| 197 | scaleFactor,
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| 198 | bl, br, tl, tr,
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| 199 | texcoord0,
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| 200 | oldEyePos,
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| 201 | oldbl, oldbr, oldtl, oldtr,
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| 202 | eyeSpaceDepth
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| 203 | );
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| 204 | //overallDepth += sampleDif;
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| 205 | if (sampleDif >= MIN_DEPTH_DIFF) ++ notValid;
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| 206 | }
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[3100] | 207 | }
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[3120] | 208 | #endif
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[3121] | 209 |
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| 210 | //const float oldWeight = clamp(oldPixel.y, .0f, temporalCoherence);
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| 211 | float oldWeight = oldPixel.y;
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| 212 |
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[3089] | 213 | float newWeight;
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| 214 |
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[3084] | 215 | if ((temporalCoherence > 1e-6f)
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[3085] | 216 | && (oldTexCoords.x >= 0.0f) && (oldTexCoords.x < 1.0f)
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| 217 | && (oldTexCoords.y >= 0.0f) && (oldTexCoords.y < 1.0f)
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[3103] | 218 | && (depthDif <= MIN_DEPTH_DIFF)
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[3082] | 219 | // if visibility changed in the surrounding area we have to recompute
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| 220 | //&& (oldNumSamples > 0.8f * newNumSamples)
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[3120] | 221 | //&& (notValid < 1.0f)
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[3082] | 222 | )
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| 223 | {
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| 224 | // increase the weight for convergence
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| 225 | newWeight = oldWeight + 1.0f;
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[3120] | 226 | if (notValid > 1.0f) newWeight = 2.0f;
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[3082] | 227 | }
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| 228 | else
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| 229 | {
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[3121] | 230 | newWeight = 1.0f;
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[3082] | 231 | }
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[3087] | 232 |
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[3121] | 233 | if (oldPixel.y >= temporalCoherence)
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| 234 | newWeight = min(temporalCoherence+1, max(oldPixel.y - 70, 50));
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[3105] | 235 |
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[3121] | 236 | return float3(oldPixel.x, newWeight, eyeSpaceDepth);
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[3082] | 237 | }
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| 238 |
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| 239 |
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[2881] | 240 | /** The ssao shader returning the an intensity value between 0 and 1
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| 241 | */
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[2904] | 242 | float2 ssao(fragment IN,
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[3117] | 243 | sampler2D colors,
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| 244 | sampler2D noiseTex,
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| 245 | float2 samples[NUM_SAMPLES],
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| 246 | float3 normal,
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| 247 | float3 centerPosition,
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| 248 | float scaleFactor,
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| 249 | float3 bl,
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| 250 | float3 br,
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| 251 | float3 tl,
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| 252 | float3 tr,
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| 253 | float3 viewDir
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[3121] | 254 | , float2 noiseOffs
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[3083] | 255 | )
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[2881] | 256 | {
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| 257 | // Check in a circular area around the current position.
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| 258 | // Shoot vectors to the positions there, and check the angle to these positions.
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| 259 | // Summing up these angles gives an estimation of the occlusion at the current position.
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| 260 |
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[3084] | 261 | float total_ao = .0f;
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| 262 | float numSamples = .0f;
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[2881] | 263 |
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[2986] | 264 |
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[2881] | 265 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 266 | {
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[2892] | 267 | const float2 offset = samples[i];
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[2881] | 268 |
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[2903] | 269 | #if 1
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[2881] | 270 | ////////////////////
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[3084] | 271 | //-- add random noise: reflect around random normal vector (rather slow!)
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[2985] | 272 |
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[3121] | 273 | float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f + noiseOffs, 0, 0)).xy;
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| 274 | //float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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[2892] | 275 | const float2 offsetTransformed = myreflect(offset, mynoise);
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[2903] | 276 | #else
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| 277 | const float2 offsetTransformed = offset;
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| 278 | #endif
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[2881] | 279 | // weight with projected coordinate to reach similar kernel size for near and far
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[3019] | 280 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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[2881] | 281 |
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[3019] | 282 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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[3120] | 283 |
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[3017] | 284 | const float3 samplePos = ReconstructSamplePos(colors, texcoord, bl, br, tl, tr);
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[2989] | 285 |
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[2881] | 286 |
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[3017] | 287 | ////////////////
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| 288 | //-- compute contribution of sample using the direction and angle
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[2881] | 289 |
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[3017] | 290 | float3 dirSample = samplePos - centerPosition;
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[3103] | 291 | const float lengthToSample = max(length(dirSample), 1e-6f);
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[2999] | 292 |
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[3095] | 293 | dirSample /= lengthToSample; // normalize
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| 294 |
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[2885] | 295 | // angle between current normal and direction to sample controls AO intensity.
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[3103] | 296 | float cosAngle = max(dot(dirSample, normal), .0f);
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| 297 |
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[2979] | 298 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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| 299 | // the distance to a sample approaches zero
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[3081] | 300 | const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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[3089] | 301 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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[2881] | 302 |
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[3017] | 303 | #if 1
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[2885] | 304 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 305 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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[3095] | 306 |
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[3103] | 307 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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[3081] | 308 | total_ao += cosAngle * aoContrib * viewCorrection;
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[3017] | 309 | #else
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[3098] | 310 | total_ao += cosAngle * aoContrib;
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[2911] | 311 | #endif
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[2881] | 312 | }
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| 313 |
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[2904] | 314 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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[2881] | 315 | }
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| 316 |
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[3121] | 317 |
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[2881] | 318 | /** The mrt shader for screen space ambient occlusion
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| 319 | */
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| 320 | pixel main(fragment IN,
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| 321 | uniform sampler2D colors,
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| 322 | uniform sampler2D normals,
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[3084] | 323 | uniform sampler2D noiseTex,
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[2881] | 324 | uniform float2 samples[NUM_SAMPLES],
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| 325 | uniform sampler2D oldTex,
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[3085] | 326 | uniform float4x4 modelViewProj,
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| 327 | uniform float4x4 oldModelViewProj,
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[2985] | 328 | uniform float temporalCoherence,
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[2986] | 329 | uniform float3 bl,
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| 330 | uniform float3 br,
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| 331 | uniform float3 tl,
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[3085] | 332 | uniform float3 tr,
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| 333 | uniform float3 oldEyePos,
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| 334 | uniform float3 oldbl,
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| 335 | uniform float3 oldbr,
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| 336 | uniform float3 oldtl,
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[3109] | 337 | uniform float3 oldtr,
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[3113] | 338 | uniform sampler2D attribsTex
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[2881] | 339 | )
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| 340 | {
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| 341 | pixel OUT;
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| 342 |
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[3085] | 343 | const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
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[2975] | 344 |
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[3082] | 345 | // reconstruct position from the eye space depth
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[3097] | 346 | const float3 viewDir = IN.view;
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[3089] | 347 | const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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[3097] | 348 | const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
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[3014] | 349 |
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[3121] | 350 | //float3 id = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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| 351 | float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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| 352 |
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[3001] | 353 |
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[3017] | 354 | ////////////////
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[3080] | 355 | //-- calculcate the current projected posiion (also used for next frame)
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[3017] | 356 |
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[3094] | 357 | float4 projPos = mul(modelViewProj, eyeSpacePos);
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[3112] | 358 | const float invw = 1.0f / projPos.w;
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| 359 | projPos *= invw;
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| 360 | float scaleFactor = SAMPLE_RADIUS * invw;
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[3121] | 361 |
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[3017] | 362 |
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[3121] | 363 | /////////////////
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| 364 | //-- compute temporal reprojection
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| 365 |
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| 366 | float3 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
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| 367 | oldTex, oldModelViewProj, temporalCoherence,
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| 368 | colors,
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| 369 | bl, br, tl, tr,
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| 370 | projPos.xyz,
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| 371 | invw,
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| 372 | noiseTex,
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| 373 | samples,
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| 374 | scaleFactor,
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| 375 | oldbl, oldbr, oldtl, oldtr,
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| 376 | diffVec);
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| 377 |
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| 378 | const float oldSsao = temporalVals.x;
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| 379 | const float newWeight = temporalVals.y;
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| 380 |
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| 381 | float2 noiseOffs = float2(newWeight / 256.0f, (newWeight - 256.0f) / 192.0f);
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| 382 |
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| 383 | float2 ao;
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[3107] | 384 | // note: this should be done with the stencil buffer
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| 385 | if (eyeSpaceDepth < 1e10f)
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[3115] | 386 | {
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[3107] | 387 | ao = ssao(IN, colors, noiseTex, samples, normal,
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[3121] | 388 | eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), noiseOffs);
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[3115] | 389 | }
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[3121] | 390 | else
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| 391 | {
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| 392 | ao = float2(1.0f, 0);
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| 393 | }
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[3005] | 394 |
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[3113] | 395 |
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[3121] | 396 | OUT.illum_col.x = (ao.x + oldSsao * (newWeight - 1.0f)) / newWeight;
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| 397 | OUT.illum_col.y = newWeight;
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| 398 | OUT.illum_col.z = invw;
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| 399 | OUT.illum_col.w = temporalVals.z;
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[3120] | 400 |
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[2881] | 401 | return OUT;
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[3104] | 402 | }
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