[2884] | 1 | #include "../shaderenv.h"
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| 2 |
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[3144] | 3 |
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[2881] | 4 | ////////////////////
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| 5 | // Screen Spaced Ambient Occlusion shader
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| 6 | // based on shader of Alexander Kusternig
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| 7 |
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[3144] | 8 |
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[3106] | 9 | #define USE_EYESPACE_DEPTH 1
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[3105] | 10 |
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| 11 |
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[2881] | 12 | struct fragment
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| 13 | {
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[2889] | 14 | float2 texCoord: TEXCOORD0;
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| 15 | float3 view: TEXCOORD1;
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[2881] | 16 | };
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| 17 |
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| 18 |
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| 19 | struct pixel
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| 20 | {
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| 21 | float4 illum_col: COLOR0;
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| 22 | };
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| 23 |
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| 24 |
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[3081] | 25 | inline float occlusionPower(float radius, float dist)
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| 26 | {
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| 27 | return 6.283185307179586476925286766559f * (1.0f - cos(asin(radius / dist)));
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| 28 | }
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| 29 |
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| 30 |
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[2990] | 31 | inline float2 myreflect(float2 pt, float2 n)
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[2881] | 32 | {
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| 33 | // distance to plane
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| 34 | float d = dot(n, pt);
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| 35 | // reflect around plane
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| 36 | float2 rpt = pt - d * 2.0f * n;
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[2886] | 37 |
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[2881] | 38 | return rpt;
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| 39 | }
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| 40 |
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| 41 |
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[2990] | 42 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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[2986] | 43 | {
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[2991] | 44 | float3 x1 = lerp(bl, tl, w.y);
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| 45 | float3 x2 = lerp(br, tr, w.y);
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| 46 | float3 v = lerp(x1, x2, w.x);
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[2987] | 47 |
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| 48 | return v;
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| 49 | }
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| 50 |
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[2988] | 51 |
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[2992] | 52 | // reconstruct world space position
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[3085] | 53 | inline float3 ReconstructSamplePos(uniform sampler2D tex,
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[3017] | 54 | float2 texcoord,
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| 55 | float3 bl, float3 br, float3 tl, float3 tr)
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[2988] | 56 | {
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[3089] | 57 | const float eyeSpaceDepth = tex2Dlod(tex, float4(texcoord, 0, 0)).w;
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[3121] | 58 |
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[3097] | 59 | float3 viewVec = Interpol(texcoord, bl, br, tl, tr);
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[3017] | 60 | float3 samplePos = -viewVec * eyeSpaceDepth;
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| 61 |
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[2999] | 62 | return samplePos;
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[2988] | 63 | }
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| 64 |
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| 65 |
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[3087] | 66 | inline float ComputeDifference(float2 offset,
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[3115] | 67 | sampler2D oldTex,
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| 68 | float4x4 oldModelViewProj,
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| 69 | sampler2D colors,
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| 70 | sampler2D noiseTex,
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| 71 | float scaleFactor,
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| 72 | float3 bl,
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| 73 | float3 br,
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| 74 | float3 tl,
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| 75 | float3 tr,
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[3087] | 76 | float2 texcoord0,
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| 77 | float3 oldEyePos,
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[3115] | 78 | float3 oldbl,
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| 79 | float3 oldbr,
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| 80 | float3 oldtl,
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| 81 | float3 oldtr,
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[3100] | 82 | float eyeSpaceDepth
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[3087] | 83 | )
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| 84 | {
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[3115] | 85 | const float2 mynoise = tex2Dlod(noiseTex, float4(texcoord0, 0, 0)).xy;
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[3087] | 86 |
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| 87 | const float2 offsetTransformed = myreflect(offset, mynoise);
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[3089] | 88 | float2 texCoord = texcoord0 + offsetTransformed * scaleFactor;
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[3095] | 89 |
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[3100] | 90 | const float sampleEyeSpaceDepth = tex2Dlod(colors, float4(texCoord, 0, 0)).w;
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[3101] | 91 |
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[3100] | 92 | const float3 viewVec = Interpol(texCoord, bl, br, tl, tr);
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| 93 | const float3 samplePos = -viewVec * sampleEyeSpaceDepth;
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[3115] | 94 | const float3 translatedPos = samplePos - oldEyePos;
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[3087] | 95 |
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| 96 | // reproject into old frame and calculate projected depth
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[3100] | 97 | float4 projPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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[3087] | 98 | projPos /= projPos.w;
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| 99 | // fit from unit cube into 0 .. 1
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[3095] | 100 | const float2 oldTexCoords = projPos.xy * 0.5f + 0.5f;
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[3087] | 101 | // retrieve the sample from the last frame
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[3095] | 102 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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[3119] | 103 | // the eye linear depth from the previous frame
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[3095] | 104 | const float oldEyeSpaceDepth = oldPixel.w;
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[3115] | 105 |
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| 106 | // projected linear depth
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[3100] | 107 | const float3 oldViewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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| 108 | const float invlen = 1.0f / length(oldViewVec);
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[3115] | 109 | const float projectedEyeSpaceDepth = invlen * length(translatedPos);
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[3087] | 110 |
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[3123] | 111 | float depthDif = (abs(eyeSpaceDepth - sampleEyeSpaceDepth) > 1.0f) ?
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[3119] | 112 | 0 : abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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[3115] | 113 |
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[3100] | 114 | return depthDif;
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[3087] | 115 | }
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| 116 |
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| 117 |
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[3115] | 118 | /** This shader computes the reprojection and stores
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| 119 | reprojected color / depth values as well as a boolean that
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[3082] | 120 | */
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[3137] | 121 | inline float2 temporalSmoothing(float4 worldPos,
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[3095] | 122 | float eyeSpaceDepth,
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| 123 | float2 texcoord0,
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| 124 | float3 oldEyePos,
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[3113] | 125 | sampler2D oldTex,
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| 126 | float4x4 oldModelViewProj,
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| 127 | float temporalCoherence,
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| 128 | sampler2D colors,
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| 129 | float3 bl,
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| 130 | float3 br,
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| 131 | float3 tl,
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| 132 | float3 tr,
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[3112] | 133 | float3 projPos,
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[3109] | 134 | float invW,
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[3113] | 135 | sampler2D noiseTex,
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| 136 | float2 samples[NUM_SAMPLES],
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[3109] | 137 | float scaleFactor,
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[3113] | 138 | float3 oldbl,
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| 139 | float3 oldbr,
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| 140 | float3 oldtl,
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| 141 | float3 oldtr,
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| 142 | float3 diffVec
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[3109] | 143 | )
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[3082] | 144 | {
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[3113] | 145 | // compute position from old frame for dynamic objects + translational portion
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[3133] | 146 | const float3 translatedPos = diffVec - oldEyePos + worldPos.xyz;
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[3111] | 147 |
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[3082] | 148 |
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[3109] | 149 | /////////////////
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| 150 | //-- reproject into old frame and calculate texture position of sample in old frame
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| 151 |
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| 152 | // note: the old model view matrix only holds the view orientation part
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[3115] | 153 | float4 backProjPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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[3083] | 154 | backProjPos /= backProjPos.w;
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[3109] | 155 |
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[3082] | 156 | // fit from unit cube into 0 .. 1
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[3085] | 157 | const float2 oldTexCoords = backProjPos.xy * 0.5f + 0.5f;
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[3082] | 158 | // retrieve the sample from the last frame
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[3095] | 159 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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[3105] | 160 |
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| 161 | #if USE_EYESPACE_DEPTH
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[3111] | 162 |
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[3095] | 163 | // calculate eye space position of sample in old frame
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| 164 | const float oldEyeSpaceDepth = oldPixel.w;
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[3082] | 165 |
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[3095] | 166 | // vector from eye pos to old sample
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[3097] | 167 | const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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[3109] | 168 | const float invLen = 1.0f / length(viewVec);
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[3115] | 169 | const float projectedEyeSpaceDepth = invLen * length(translatedPos);
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[3137] | 170 | //const float projectedEyeSpaceDepth = 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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[3125] | 178 | // the depth projected into the old frame
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[3106] | 179 | const float projectedDepth = projPos.z;
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[3125] | 180 | // calculate depth difference
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[3105] | 181 | const float depthDif = abs(projectedDepth - oldDepth);
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[3117] | 182 |
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[3105] | 183 | #endif
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| 184 |
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[3089] | 185 | float notValid = 0.5f;
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[3123] | 186 | float overallDepth = 0;
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| 187 |
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[3142] | 188 | #if 1
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[3115] | 189 | const float squaredLen = diffVec.x * diffVec.x + diffVec.y * diffVec.y + diffVec.z * diffVec.z;
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[3122] | 190 |
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[3115] | 191 | if (squaredLen < 1e-8f) // object not dynamic
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[3083] | 192 | {
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[3115] | 193 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 194 | {
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| 195 | float sampleDif = ComputeDifference(samples[i],
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| 196 | oldTex,
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| 197 | oldModelViewProj,
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| 198 | colors,
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| 199 | noiseTex,
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| 200 | scaleFactor,
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| 201 | bl, br, tl, tr,
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| 202 | texcoord0,
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| 203 | oldEyePos,
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| 204 | oldbl, oldbr, oldtl, oldtr,
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| 205 | eyeSpaceDepth
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| 206 | );
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| 207 | //overallDepth += sampleDif;
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| 208 | if (sampleDif >= MIN_DEPTH_DIFF) ++ notValid;
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| 209 | }
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[3100] | 210 | }
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[3120] | 211 | #endif
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[3121] | 212 |
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[3132] | 213 | const float oldWeight = clamp(oldPixel.y, .0f, temporalCoherence);
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| 214 | //const float oldWeight = oldPixel.y;
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[3121] | 215 |
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[3089] | 216 | float newWeight;
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| 217 |
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[3084] | 218 | if ((temporalCoherence > 1e-6f)
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[3085] | 219 | && (oldTexCoords.x >= 0.0f) && (oldTexCoords.x < 1.0f)
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| 220 | && (oldTexCoords.y >= 0.0f) && (oldTexCoords.y < 1.0f)
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[3103] | 221 | && (depthDif <= MIN_DEPTH_DIFF)
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[3082] | 222 | // if visibility changed in the surrounding area we have to recompute
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| 223 | //&& (oldNumSamples > 0.8f * newNumSamples)
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[3129] | 224 | //&& (notValid < 1.0f)
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[3082] | 225 | )
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| 226 | {
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| 227 | // increase the weight for convergence
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| 228 | newWeight = oldWeight + 1.0f;
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[3142] | 229 | if (notValid > 1.0f) newWeight = 4.0f;
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[3123] | 230 | //if (notValid > 1.0f) newWeight = max(15.0f - notValid * 2.0f, 1.0f);
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[3082] | 231 | }
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| 232 | else
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| 233 | {
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[3121] | 234 | newWeight = 1.0f;
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[3082] | 235 | }
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[3087] | 236 |
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[3122] | 237 | //if (oldPixel.y >= 2000)
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| 238 | // newWeight = min(temporalCoherence + 1, max(oldPixel.y - 70, 50));
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[3123] | 239 | //if (newWeight >= 2000) newWeight = 1000;
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[3132] | 240 | //newWeight -= step(512.0f, newWeight) * 256.0f;
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[3105] | 241 |
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[3137] | 242 | return float2(oldPixel.x, newWeight);
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[3082] | 243 | }
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| 244 |
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| 245 |
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[2881] | 246 | /** The ssao shader returning the an intensity value between 0 and 1
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| 247 | */
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[2904] | 248 | float2 ssao(fragment IN,
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[3117] | 249 | sampler2D colors,
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| 250 | sampler2D noiseTex,
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| 251 | float2 samples[NUM_SAMPLES],
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| 252 | float3 normal,
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| 253 | float3 centerPosition,
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| 254 | float scaleFactor,
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| 255 | float3 bl,
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| 256 | float3 br,
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| 257 | float3 tl,
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| 258 | float3 tr,
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| 259 | float3 viewDir
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[3121] | 260 | , float2 noiseOffs
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[3129] | 261 | , sampler2D noiseTex1D
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[3083] | 262 | )
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[2881] | 263 | {
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| 264 | // Check in a circular area around the current position.
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| 265 | // Shoot vectors to the positions there, and check the angle to these positions.
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| 266 | // Summing up these angles gives an estimation of the occlusion at the current position.
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| 267 |
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[3084] | 268 | float total_ao = .0f;
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| 269 | float numSamples = .0f;
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[2881] | 270 |
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[2986] | 271 |
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[3129] | 272 | //float2 jitter = tex2Dlod(noiseTex1D, float4(IN.texCoord.x * 4.0f + noiseOffs.x, 0.5f, 0, 0)).xy;
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| 273 | //float2 jitter = tex2Dlod(noiseTex1D, float4(noiseOffs.x, 0.5f, 0, 0)).xy;
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| 274 |
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[2881] | 275 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 276 | {
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[2892] | 277 | const float2 offset = samples[i];
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[2881] | 278 |
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[2903] | 279 | #if 1
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[2881] | 280 | ////////////////////
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[3084] | 281 | //-- add random noise: reflect around random normal vector (rather slow!)
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[2985] | 282 |
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[3132] | 283 | //float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f + noiseOffs, 0, 0)).xy;
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| 284 | float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord, .0f, .0f)).xy;
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[3121] | 285 | //float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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[2892] | 286 | const float2 offsetTransformed = myreflect(offset, mynoise);
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[2903] | 287 | #else
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| 288 | const float2 offsetTransformed = offset;
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| 289 | #endif
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[2881] | 290 | // weight with projected coordinate to reach similar kernel size for near and far
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[3129] | 291 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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[3019] | 292 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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[2881] | 293 |
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[3019] | 294 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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[3017] | 295 | const float3 samplePos = ReconstructSamplePos(colors, texcoord, bl, br, tl, tr);
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[2989] | 296 |
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[2881] | 297 |
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[3017] | 298 | ////////////////
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| 299 | //-- compute contribution of sample using the direction and angle
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[2881] | 300 |
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[3017] | 301 | float3 dirSample = samplePos - centerPosition;
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[3103] | 302 | const float lengthToSample = max(length(dirSample), 1e-6f);
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[2999] | 303 |
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[3095] | 304 | dirSample /= lengthToSample; // normalize
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| 305 |
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[2885] | 306 | // angle between current normal and direction to sample controls AO intensity.
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[3103] | 307 | float cosAngle = max(dot(dirSample, normal), .0f);
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| 308 |
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[2979] | 309 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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| 310 | // the distance to a sample approaches zero
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[3081] | 311 | const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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[3089] | 312 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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[2881] | 313 |
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[3017] | 314 | #if 1
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[2885] | 315 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 316 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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[3095] | 317 |
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[3103] | 318 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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[3081] | 319 | total_ao += cosAngle * aoContrib * viewCorrection;
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[3017] | 320 | #else
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[3098] | 321 | total_ao += cosAngle * aoContrib;
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[2911] | 322 | #endif
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[2881] | 323 | }
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| 324 |
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[2904] | 325 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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[2881] | 326 | }
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| 327 |
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[3121] | 328 |
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[2881] | 329 | /** The mrt shader for screen space ambient occlusion
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| 330 | */
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| 331 | pixel main(fragment IN,
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| 332 | uniform sampler2D colors,
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| 333 | uniform sampler2D normals,
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[3084] | 334 | uniform sampler2D noiseTex,
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[2881] | 335 | uniform float2 samples[NUM_SAMPLES],
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| 336 | uniform sampler2D oldTex,
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[3085] | 337 | uniform float4x4 modelViewProj,
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| 338 | uniform float4x4 oldModelViewProj,
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[2985] | 339 | uniform float temporalCoherence,
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[2986] | 340 | uniform float3 bl,
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| 341 | uniform float3 br,
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| 342 | uniform float3 tl,
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[3085] | 343 | uniform float3 tr,
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| 344 | uniform float3 oldEyePos,
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| 345 | uniform float3 oldbl,
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| 346 | uniform float3 oldbr,
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| 347 | uniform float3 oldtl,
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[3109] | 348 | uniform float3 oldtr,
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[3129] | 349 | uniform sampler2D attribsTex,
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| 350 | uniform sampler2D noiseTex1D
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[2881] | 351 | )
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| 352 | {
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| 353 | pixel OUT;
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| 354 |
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[3085] | 355 | const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
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[2975] | 356 |
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[3082] | 357 | // reconstruct position from the eye space depth
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[3097] | 358 | const float3 viewDir = IN.view;
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[3089] | 359 | const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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[3097] | 360 | const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
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[3014] | 361 |
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[3132] | 362 | /*const float xoffs = 2.0f / 1024.0f;
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| 363 | const float yoffs = 2.0f / 768.0f;
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| 364 |
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[3121] | 365 | //float3 id = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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[3132] | 366 | float3 x1 = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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| 367 | float3 x2 = tex2Dlod(attribsTex, float4(IN.texCoord + float2(xoffs, 0), 0, 0)).xyz;
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| 368 | float3 x3 = tex2Dlod(attribsTex, float4(IN.texCoord + float2(0, yoffs), 0, 0)).xyz;
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| 369 | float3 x4 = tex2Dlod(attribsTex, float4(IN.texCoord + float2(-xoffs, 0), 0, 0)).xyz;
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| 370 | float3 x5 = tex2Dlod(attribsTex, float4(IN.texCoord + float2(0, -yoffs), 0, 0)).xyz;
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| 371 |
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| 372 | float3 diffVec = (x1+x2+x3+x4+x5) * .25f;
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| 373 | */
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[3121] | 374 | float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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| 375 |
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[3001] | 376 |
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[3017] | 377 | ////////////////
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[3080] | 378 | //-- calculcate the current projected posiion (also used for next frame)
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[3017] | 379 |
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[3094] | 380 | float4 projPos = mul(modelViewProj, eyeSpacePos);
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[3112] | 381 | const float invw = 1.0f / projPos.w;
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| 382 | projPos *= invw;
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| 383 | float scaleFactor = SAMPLE_RADIUS * invw;
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[3121] | 384 |
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[3017] | 385 |
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[3121] | 386 | /////////////////
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| 387 | //-- compute temporal reprojection
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| 388 |
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[3137] | 389 | float2 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
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[3121] | 390 | oldTex, oldModelViewProj, temporalCoherence,
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| 391 | colors,
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| 392 | bl, br, tl, tr,
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| 393 | projPos.xyz,
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| 394 | invw,
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| 395 | noiseTex,
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| 396 | samples,
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| 397 | scaleFactor,
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| 398 | oldbl, oldbr, oldtl, oldtr,
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[3129] | 399 | diffVec
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| 400 | );
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[3121] | 401 |
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| 402 | const float oldSsao = temporalVals.x;
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[3132] | 403 | //const float newWeight = clamp(temporalVals.y, 1.0f, temporalCoherence);
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| 404 | const float newWeight = temporalVals.y;
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[3137] | 405 |
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[3132] | 406 | //float2 noiseOffs = float2((temporalVals.y - 1)/ 139.0f, .0f);
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| 407 | float2 noiseOffs = float2(.0f);
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[3121] | 408 |
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| 409 | float2 ao;
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[3122] | 410 |
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[3107] | 411 | // note: this should be done with the stencil buffer
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| 412 | if (eyeSpaceDepth < 1e10f)
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[3115] | 413 | {
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[3107] | 414 | ao = ssao(IN, colors, noiseTex, samples, normal,
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[3129] | 415 | eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), noiseOffs, noiseTex1D);
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[3115] | 416 | }
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[3121] | 417 | else
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| 418 | {
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| 419 | ao = float2(1.0f, 0);
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| 420 | }
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[3005] | 421 |
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[3123] | 422 | OUT.illum_col.x = (ao.x + oldSsao * (newWeight - 1.0f)) / newWeight;
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[3137] | 423 | OUT.illum_col.y = newWeight;
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[3121] | 424 | OUT.illum_col.z = invw;
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[3137] | 425 | OUT.illum_col.w = eyeSpaceDepth;
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[3120] | 426 |
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[2881] | 427 | return OUT;
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[3104] | 428 | }
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