[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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[3159] | 31 | inline float SqrLen(float3 v)
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| 32 | {
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| 33 | return v.x * v.x + v.y * v.y + v.z * v.z;
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| 34 | }
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| 35 |
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| 36 |
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[2990] | 37 | inline float2 myreflect(float2 pt, float2 n)
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[2881] | 38 | {
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| 39 | // distance to plane
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| 40 | float d = dot(n, pt);
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| 41 | // reflect around plane
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| 42 | float2 rpt = pt - d * 2.0f * n;
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[2886] | 43 |
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[2881] | 44 | return rpt;
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| 45 | }
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| 46 |
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| 47 |
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[2990] | 48 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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[2986] | 49 | {
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[2991] | 50 | float3 x1 = lerp(bl, tl, w.y);
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| 51 | float3 x2 = lerp(br, tr, w.y);
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| 52 | float3 v = lerp(x1, x2, w.x);
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[2987] | 53 |
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| 54 | return v;
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| 55 | }
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| 56 |
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[2988] | 57 |
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[2992] | 58 | // reconstruct world space position
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[3155] | 59 | inline float3 ReconstructSamplePos(float eyeSpaceDepth,
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[3017] | 60 | float2 texcoord,
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| 61 | float3 bl, float3 br, float3 tl, float3 tr)
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[2988] | 62 | {
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[3097] | 63 | float3 viewVec = Interpol(texcoord, bl, br, tl, tr);
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[3017] | 64 | float3 samplePos = -viewVec * eyeSpaceDepth;
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| 65 |
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[2999] | 66 | return samplePos;
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[2988] | 67 | }
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| 68 |
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| 69 |
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[3087] | 70 |
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[3115] | 71 | /** This shader computes the reprojection and stores
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[3155] | 72 | the ssao value of the old pixel as well as the
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| 73 | weight of the pixel in the new frame.
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[3082] | 74 | */
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[3137] | 75 | inline float2 temporalSmoothing(float4 worldPos,
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[3095] | 76 | float eyeSpaceDepth,
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| 77 | float2 texcoord0,
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| 78 | float3 oldEyePos,
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[3113] | 79 | sampler2D oldTex,
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| 80 | float4x4 oldModelViewProj,
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| 81 | float temporalCoherence,
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| 82 | sampler2D colors,
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[3112] | 83 | float3 projPos,
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[3109] | 84 | float invW,
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[3113] | 85 | float3 oldbl,
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| 86 | float3 oldbr,
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| 87 | float3 oldtl,
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| 88 | float3 oldtr,
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[3155] | 89 | float3 diffVec,
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| 90 | float pixelValid
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[3109] | 91 | )
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[3082] | 92 | {
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[3113] | 93 | // compute position from old frame for dynamic objects + translational portion
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[3133] | 94 | const float3 translatedPos = diffVec - oldEyePos + worldPos.xyz;
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[3111] | 95 |
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[3082] | 96 |
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[3109] | 97 | /////////////////
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| 98 | //-- reproject into old frame and calculate texture position of sample in old frame
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| 99 |
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| 100 | // note: the old model view matrix only holds the view orientation part
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[3115] | 101 | float4 backProjPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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[3083] | 102 | backProjPos /= backProjPos.w;
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[3109] | 103 |
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[3082] | 104 | // fit from unit cube into 0 .. 1
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[3085] | 105 | const float2 oldTexCoords = backProjPos.xy * 0.5f + 0.5f;
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[3082] | 106 | // retrieve the sample from the last frame
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[3095] | 107 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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[3105] | 108 |
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| 109 | #if USE_EYESPACE_DEPTH
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[3111] | 110 |
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[3095] | 111 | // calculate eye space position of sample in old frame
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| 112 | const float oldEyeSpaceDepth = oldPixel.w;
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[3082] | 113 |
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[3095] | 114 | // vector from eye pos to old sample
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[3097] | 115 | const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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[3109] | 116 | const float invLen = 1.0f / length(viewVec);
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[3115] | 117 | const float projectedEyeSpaceDepth = invLen * length(translatedPos);
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[3137] | 118 | //const float projectedEyeSpaceDepth = length(translatedPos);
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[3099] | 119 |
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[3109] | 120 | const float depthDif = abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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[3106] | 121 |
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[3105] | 122 | #else
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[3117] | 123 |
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[3105] | 124 | // calculate eye space position of sample in old frame
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| 125 | const float oldDepth = oldPixel.w;
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[3125] | 126 | // the depth projected into the old frame
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[3106] | 127 | const float projectedDepth = projPos.z;
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[3125] | 128 | // calculate depth difference
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[3105] | 129 | const float depthDif = abs(projectedDepth - oldDepth);
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[3117] | 130 |
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[3105] | 131 | #endif
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| 132 |
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[3159] | 133 | const float squaredLen = SqrLen(diffVec);
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| 134 |
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[3132] | 135 | const float oldWeight = clamp(oldPixel.y, .0f, temporalCoherence);
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| 136 | //const float oldWeight = oldPixel.y;
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[3121] | 137 |
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[3089] | 138 | float newWeight;
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| 139 |
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[3084] | 140 | if ((temporalCoherence > 1e-6f)
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[3085] | 141 | && (oldTexCoords.x >= 0.0f) && (oldTexCoords.x < 1.0f)
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| 142 | && (oldTexCoords.y >= 0.0f) && (oldTexCoords.y < 1.0f)
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[3103] | 143 | && (depthDif <= MIN_DEPTH_DIFF)
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[3082] | 144 | // if visibility changed in the surrounding area we have to recompute
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| 145 | //&& (oldNumSamples > 0.8f * newNumSamples)
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[3155] | 146 | //&& (pixelValid < 1.0f)
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[3082] | 147 | )
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| 148 | {
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| 149 | // increase the weight for convergence
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| 150 | newWeight = oldWeight + 1.0f;
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[3159] | 151 |
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| 152 | if ((pixelValid > 1.0f) && (squaredLen < DYNAMIC_OBJECTS_THRESHOLD))
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| 153 | {
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| 154 | newWeight = 4.0f;
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[3161] | 155 | //newWeight = 1.0f;
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[3159] | 156 | }
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[3082] | 157 | }
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| 158 | else
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| 159 | {
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[3121] | 160 | newWeight = 1.0f;
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[3082] | 161 | }
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[3087] | 162 |
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[3137] | 163 | return float2(oldPixel.x, newWeight);
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[3082] | 164 | }
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| 165 |
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| 166 |
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[2881] | 167 | /** The ssao shader returning the an intensity value between 0 and 1
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[3151] | 168 | This version of the ssao shader uses the dotproduct between pixel and
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| 169 | sample normal as weight.
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[2881] | 170 | */
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[3150] | 171 | float2 ssao2(fragment IN,
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| 172 | sampler2D colors,
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| 173 | sampler2D noiseTex,
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| 174 | float2 samples[NUM_SAMPLES],
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| 175 | float3 normal,
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| 176 | float3 centerPosition,
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| 177 | float scaleFactor,
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| 178 | float3 bl,
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| 179 | float3 br,
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| 180 | float3 tl,
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| 181 | float3 tr,
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| 182 | float3 viewDir,
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| 183 | sampler2D normalTex
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| 184 | )
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| 185 | {
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| 186 | // Check in a circular area around the current position.
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| 187 | // Shoot vectors to the positions there, and check the angle to these positions.
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| 188 | // Summing up these angles gives an estimation of the occlusion at the current position.
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| 189 |
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| 190 | float total_ao = .0f;
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| 191 | float numSamples = .0f;
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| 192 |
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| 193 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 194 | {
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| 195 | const float2 offset = samples[i];
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| 196 |
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| 197 | #if 1
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| 198 | ////////////////////
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| 199 | //-- add random noise: reflect around random normal vector (rather slow!)
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| 200 |
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| 201 | const float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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| 202 | const float2 offsetTransformed = myreflect(offset, mynoise);
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| 203 | #else
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| 204 | const float2 offsetTransformed = offset;
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| 205 | #endif
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| 206 | // weight with projected coordinate to reach similar kernel size for near and far
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| 207 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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| 208 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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| 209 |
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| 210 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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[3155] | 211 | float4 sampleColor = tex2Dlod(colors, float4(texcoord, 0, 0));
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| 212 |
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| 213 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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[3159] | 214 | // the normal of the current sample
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[3167] | 215 | //const float3 sampleNormal = normalize(tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz);
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| 216 | const float3 sampleNormal = tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz;
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[3150] | 217 |
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| 218 |
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| 219 | ////////////////
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| 220 | //-- compute contribution of sample using the direction and angle
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| 221 |
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| 222 | float3 dirSample = samplePos - centerPosition;
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| 223 | const float lengthToSample = max(length(dirSample), 1e-6f);
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| 224 |
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| 225 | dirSample /= lengthToSample; // normalize
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| 226 |
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| 227 | // angle between current normal and direction to sample controls AO intensity.
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[3151] | 228 | float cosAngle = .5f + dot(sampleNormal, -normal) * 0.5f;
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[3155] | 229 | // use binary decision to cull samples that are behind current shading point
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| 230 | cosAngle *= step(0.0f, dot(dirSample, normal));
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[3150] | 231 |
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| 232 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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| 233 | // the distance to a sample approaches zero
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| 234 | const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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| 235 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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| 236 |
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| 237 | #if 1
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| 238 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 239 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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| 240 |
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| 241 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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| 242 | total_ao += cosAngle * aoContrib * viewCorrection;
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| 243 | #else
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| 244 | total_ao += cosAngle * aoContrib;
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| 245 | #endif
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[3157] | 246 | // check if the samples have been valid in the last frame
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| 247 | numSamples += (1.0f - step(1.0f, lengthToSample)) * sampleColor.x;
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[3150] | 248 | }
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| 249 |
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| 250 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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| 251 | }
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| 252 |
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| 253 |
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[3151] | 254 | /** The ssao shader returning the an intensity value between 0 and 1.
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| 255 | This version of the ssao shader uses the dotproduct between
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| 256 | pixel-to-sample direction and sample normal as weight.
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[3150] | 257 | */
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[2904] | 258 | float2 ssao(fragment IN,
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[3117] | 259 | sampler2D colors,
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| 260 | sampler2D noiseTex,
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| 261 | float2 samples[NUM_SAMPLES],
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| 262 | float3 normal,
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| 263 | float3 centerPosition,
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| 264 | float scaleFactor,
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| 265 | float3 bl,
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| 266 | float3 br,
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| 267 | float3 tl,
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| 268 | float3 tr,
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| 269 | float3 viewDir
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[3083] | 270 | )
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[2881] | 271 | {
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| 272 | // Check in a circular area around the current position.
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| 273 | // Shoot vectors to the positions there, and check the angle to these positions.
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| 274 | // Summing up these angles gives an estimation of the occlusion at the current position.
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| 275 |
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[3084] | 276 | float total_ao = .0f;
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| 277 | float numSamples = .0f;
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[2881] | 278 |
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| 279 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 280 | {
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[2892] | 281 | const float2 offset = samples[i];
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[2881] | 282 |
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[3175] | 283 | #if 1
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[2881] | 284 | ////////////////////
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[3084] | 285 | //-- add random noise: reflect around random normal vector (rather slow!)
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[2985] | 286 |
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[3150] | 287 | float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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[2892] | 288 | const float2 offsetTransformed = myreflect(offset, mynoise);
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[2903] | 289 | #else
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| 290 | const float2 offsetTransformed = offset;
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| 291 | #endif
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[2881] | 292 | // weight with projected coordinate to reach similar kernel size for near and far
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[3129] | 293 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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[3019] | 294 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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[2881] | 295 |
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[3155] | 296 | float4 sampleColor = tex2Dlod(colors, float4(texcoord, 0, 0));
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| 297 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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[3150] | 298 |
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[2989] | 299 |
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[3017] | 300 | ////////////////
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| 301 | //-- compute contribution of sample using the direction and angle
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[2881] | 302 |
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[3017] | 303 | float3 dirSample = samplePos - centerPosition;
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[3103] | 304 | const float lengthToSample = max(length(dirSample), 1e-6f);
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[2999] | 305 |
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[3095] | 306 | dirSample /= lengthToSample; // normalize
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| 307 |
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[2885] | 308 | // angle between current normal and direction to sample controls AO intensity.
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[3151] | 309 | const float cosAngle = max(dot(dirSample, normal), .0f);
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[3103] | 310 |
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[2979] | 311 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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| 312 | // the distance to a sample approaches zero
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[3081] | 313 | const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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[3089] | 314 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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[2881] | 315 |
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[3017] | 316 | #if 1
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[2885] | 317 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 318 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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[3095] | 319 |
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[3103] | 320 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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[3081] | 321 | total_ao += cosAngle * aoContrib * viewCorrection;
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[3017] | 322 | #else
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[3098] | 323 | total_ao += cosAngle * aoContrib;
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[2911] | 324 | #endif
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[3157] | 325 |
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| 326 | // check if the samples have been valid in the last frame
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| 327 | numSamples += (1.0f - step(1.0f, lengthToSample)) * sampleColor.x;
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[2881] | 328 | }
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| 329 |
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[2904] | 330 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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[2881] | 331 | }
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| 332 |
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[3121] | 333 |
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[3150] | 334 |
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[2881] | 335 | /** The mrt shader for screen space ambient occlusion
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| 336 | */
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| 337 | pixel main(fragment IN,
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| 338 | uniform sampler2D colors,
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| 339 | uniform sampler2D normals,
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[3084] | 340 | uniform sampler2D noiseTex,
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[2881] | 341 | uniform float2 samples[NUM_SAMPLES],
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| 342 | uniform sampler2D oldTex,
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[3085] | 343 | uniform float4x4 modelViewProj,
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| 344 | uniform float4x4 oldModelViewProj,
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[2985] | 345 | uniform float temporalCoherence,
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[2986] | 346 | uniform float3 bl,
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| 347 | uniform float3 br,
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| 348 | uniform float3 tl,
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[3085] | 349 | uniform float3 tr,
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| 350 | uniform float3 oldEyePos,
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| 351 | uniform float3 oldbl,
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| 352 | uniform float3 oldbr,
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| 353 | uniform float3 oldtl,
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[3109] | 354 | uniform float3 oldtr,
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[3150] | 355 | uniform sampler2D attribsTex
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[2881] | 356 | )
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| 357 | {
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| 358 | pixel OUT;
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| 359 |
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[3167] | 360 | //const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
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| 361 | const float3 normal = tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz;
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[2975] | 362 |
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[3082] | 363 | // reconstruct position from the eye space depth
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[3097] | 364 | const float3 viewDir = IN.view;
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[3089] | 365 | const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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[3097] | 366 | const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
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[3014] | 367 |
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[3121] | 368 | float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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| 369 |
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[3001] | 370 |
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[3017] | 371 | ////////////////
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[3080] | 372 | //-- calculcate the current projected posiion (also used for next frame)
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[3017] | 373 |
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[3094] | 374 | float4 projPos = mul(modelViewProj, eyeSpacePos);
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[3112] | 375 | const float invw = 1.0f / projPos.w;
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| 376 | projPos *= invw;
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| 377 | float scaleFactor = SAMPLE_RADIUS * invw;
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[3121] | 378 |
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[3017] | 379 |
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[3155] | 380 | float2 ao;
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| 381 |
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| 382 | // note: this should be done with the stencil buffer
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| 383 | if (eyeSpaceDepth < 1e10f)
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| 384 | {
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| 385 | ao = ssao(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir));
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| 386 | //ao = ssao2(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), normals);
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| 387 | }
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| 388 | else
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| 389 | {
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| 390 | ao = float2(1.0f, 0);
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| 391 | }
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| 392 |
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[3156] | 393 |
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[3121] | 394 | /////////////////
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| 395 | //-- compute temporal reprojection
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| 396 |
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[3137] | 397 | float2 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
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[3121] | 398 | oldTex, oldModelViewProj, temporalCoherence,
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| 399 | colors,
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| 400 | projPos.xyz,
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| 401 | invw,
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| 402 | oldbl, oldbr, oldtl, oldtr,
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[3155] | 403 | diffVec,
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| 404 | ao.y
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[3129] | 405 | );
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[3121] | 406 |
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| 407 | const float oldSsao = temporalVals.x;
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[3132] | 408 | const float newWeight = temporalVals.y;
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[3137] | 409 |
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[3122] | 410 |
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[3156] | 411 | OUT.illum_col.x = (ao.x + oldSsao * (newWeight - 1.0f)) / newWeight;
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[3137] | 412 | OUT.illum_col.y = newWeight;
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[3159] | 413 | OUT.illum_col.z = SqrLen(diffVec);//invw;
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[3137] | 414 | OUT.illum_col.w = eyeSpaceDepth;
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[3120] | 415 |
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[2881] | 416 | return OUT;
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[3104] | 417 | }
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