[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 | sampler2D colors,
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[3112] | 82 | float3 projPos,
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[3109] | 83 | float invW,
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[3113] | 84 | float3 oldbl,
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| 85 | float3 oldbr,
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| 86 | float3 oldtl,
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| 87 | float3 oldtr,
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[3192] | 88 | float3 diffVec
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[3109] | 89 | )
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[3082] | 90 | {
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[3113] | 91 | // compute position from old frame for dynamic objects + translational portion
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[3133] | 92 | const float3 translatedPos = diffVec - oldEyePos + worldPos.xyz;
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[3111] | 93 |
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[3082] | 94 |
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[3109] | 95 | /////////////////
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| 96 | //-- reproject into old frame and calculate texture position of sample in old frame
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| 97 |
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| 98 | // note: the old model view matrix only holds the view orientation part
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[3115] | 99 | float4 backProjPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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[3083] | 100 | backProjPos /= backProjPos.w;
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[3109] | 101 |
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[3082] | 102 | // fit from unit cube into 0 .. 1
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[3085] | 103 | const float2 oldTexCoords = backProjPos.xy * 0.5f + 0.5f;
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[3082] | 104 | // retrieve the sample from the last frame
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[3095] | 105 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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[3105] | 106 |
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| 107 | #if USE_EYESPACE_DEPTH
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[3111] | 108 |
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[3095] | 109 | // calculate eye space position of sample in old frame
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| 110 | const float oldEyeSpaceDepth = oldPixel.w;
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[3082] | 111 |
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[3095] | 112 | // vector from eye pos to old sample
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[3097] | 113 | const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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[3109] | 114 | const float invLen = 1.0f / length(viewVec);
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[3115] | 115 | const float projectedEyeSpaceDepth = invLen * length(translatedPos);
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[3137] | 116 | //const float projectedEyeSpaceDepth = length(translatedPos);
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[3099] | 117 |
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[3109] | 118 | const float depthDif = abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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[3106] | 119 |
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[3105] | 120 | #else
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[3117] | 121 |
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[3105] | 122 | // calculate eye space position of sample in old frame
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| 123 | const float oldDepth = oldPixel.w;
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[3125] | 124 | // the depth projected into the old frame
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[3106] | 125 | const float projectedDepth = projPos.z;
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[3125] | 126 | // calculate depth difference
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[3105] | 127 | const float depthDif = abs(projectedDepth - oldDepth);
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[3117] | 128 |
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[3105] | 129 | #endif
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| 130 |
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[3089] | 131 | float newWeight;
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| 132 |
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[3192] | 133 | if (1
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[3085] | 134 | && (oldTexCoords.x >= 0.0f) && (oldTexCoords.x < 1.0f)
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| 135 | && (oldTexCoords.y >= 0.0f) && (oldTexCoords.y < 1.0f)
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[3103] | 136 | && (depthDif <= MIN_DEPTH_DIFF)
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[3082] | 137 | )
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| 138 | {
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| 139 | // increase the weight for convergence
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[3192] | 140 | newWeight = oldPixel.y;
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[3082] | 141 | }
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| 142 | else
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| 143 | {
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[3192] | 144 | newWeight = 0.0f;
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[3082] | 145 | }
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[3087] | 146 |
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[3137] | 147 | return float2(oldPixel.x, newWeight);
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[3082] | 148 | }
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| 149 |
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| 150 |
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[2881] | 151 | /** The ssao shader returning the an intensity value between 0 and 1
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[3151] | 152 | This version of the ssao shader uses the dotproduct between pixel and
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| 153 | sample normal as weight.
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[2881] | 154 | */
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[3193] | 155 | float3 ssao2(fragment IN,
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[3150] | 156 | sampler2D colors,
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| 157 | sampler2D noiseTex,
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| 158 | float2 samples[NUM_SAMPLES],
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| 159 | float3 normal,
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| 160 | float3 centerPosition,
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| 161 | float scaleFactor,
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| 162 | float3 bl,
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| 163 | float3 br,
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| 164 | float3 tl,
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| 165 | float3 tr,
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| 166 | float3 viewDir,
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| 167 | sampler2D normalTex
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| 168 | )
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| 169 | {
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| 170 | // Check in a circular area around the current position.
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| 171 | // Shoot vectors to the positions there, and check the angle to these positions.
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| 172 | // Summing up these angles gives an estimation of the occlusion at the current position.
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| 173 |
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| 174 | float total_ao = .0f;
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| 175 | float numSamples = .0f;
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[3203] | 176 | float validSamples = .0f;
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[3150] | 177 |
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| 178 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 179 | {
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| 180 | const float2 offset = samples[i];
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| 181 |
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| 182 | #if 1
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| 183 | ////////////////////
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| 184 | //-- add random noise: reflect around random normal vector (rather slow!)
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| 185 |
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| 186 | const float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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| 187 | const float2 offsetTransformed = myreflect(offset, mynoise);
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| 188 | #else
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| 189 | const float2 offsetTransformed = offset;
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| 190 | #endif
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| 191 | // weight with projected coordinate to reach similar kernel size for near and far
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| 192 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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| 193 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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| 194 |
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| 195 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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[3155] | 196 | float4 sampleColor = tex2Dlod(colors, float4(texcoord, 0, 0));
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| 197 |
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| 198 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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[3159] | 199 | // the normal of the current sample
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[3167] | 200 | //const float3 sampleNormal = normalize(tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz);
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| 201 | const float3 sampleNormal = tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz;
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[3150] | 202 |
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| 203 |
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| 204 | ////////////////
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| 205 | //-- compute contribution of sample using the direction and angle
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| 206 |
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| 207 | float3 dirSample = samplePos - centerPosition;
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| 208 |
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[3199] | 209 | const float sqrLen = max(SqrLen(dirSample), 1e-2f);
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| 210 | const float lengthToSample = sqrt(sqrLen);
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| 211 | //const float lengthToSample = max(length(dirSample), 1e-6f);
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| 212 |
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[3150] | 213 | dirSample /= lengthToSample; // normalize
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| 214 |
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| 215 | // angle between current normal and direction to sample controls AO intensity.
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[3151] | 216 | float cosAngle = .5f + dot(sampleNormal, -normal) * 0.5f;
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[3155] | 217 | // use binary decision to cull samples that are behind current shading point
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| 218 | cosAngle *= step(0.0f, dot(dirSample, normal));
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[3150] | 219 |
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| 220 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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| 221 | // the distance to a sample approaches zero
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[3199] | 222 | //const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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| 223 | const float aoContrib = SAMPLE_INTENSITY / sqrLen;
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[3150] | 224 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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| 225 |
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| 226 | #if 1
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| 227 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 228 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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| 229 |
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| 230 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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| 231 | total_ao += cosAngle * aoContrib * viewCorrection;
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| 232 | #else
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| 233 | total_ao += cosAngle * aoContrib;
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| 234 | #endif
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[3157] | 235 | // check if the samples have been valid in the last frame
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[3203] | 236 | validSamples += (1.0f - step(1.0f, lengthToSample)) * sampleColor.x;
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| 237 |
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[3193] | 238 | ++ numSamples;
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[3150] | 239 | }
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| 240 |
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[3193] | 241 | total_ao /= numSamples;
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| 242 |
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[3203] | 243 | return float3(max(0.0f, 1.0f - total_ao), validSamples, numSamples);
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[3150] | 244 | }
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| 245 |
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| 246 |
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[3151] | 247 | /** The ssao shader returning the an intensity value between 0 and 1.
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| 248 | This version of the ssao shader uses the dotproduct between
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| 249 | pixel-to-sample direction and sample normal as weight.
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[3150] | 250 | */
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[3192] | 251 | float3 ssao(fragment IN,
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[3117] | 252 | sampler2D colors,
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| 253 | sampler2D noiseTex,
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| 254 | float2 samples[NUM_SAMPLES],
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| 255 | float3 normal,
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| 256 | float3 centerPosition,
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| 257 | float scaleFactor,
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| 258 | float3 bl,
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| 259 | float3 br,
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| 260 | float3 tl,
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| 261 | float3 tr,
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[3192] | 262 | float3 viewDir,
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| 263 | float newWeight
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[3083] | 264 | )
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[2881] | 265 | {
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| 266 | // Check in a circular area around the current position.
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| 267 | // Shoot vectors to the positions there, and check the angle to these positions.
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| 268 | // Summing up these angles gives an estimation of the occlusion at the current position.
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| 269 |
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[3084] | 270 | float total_ao = .0f;
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[3192] | 271 | float validSamples = .0f;
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[3084] | 272 | float numSamples = .0f;
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[2881] | 273 |
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| 274 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 275 | {
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[2892] | 276 | const float2 offset = samples[i];
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[2881] | 277 |
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[3175] | 278 | #if 1
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[2881] | 279 | ////////////////////
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[3084] | 280 | //-- add random noise: reflect around random normal vector (rather slow!)
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[2985] | 281 |
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[3150] | 282 | float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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[2892] | 283 | const float2 offsetTransformed = myreflect(offset, mynoise);
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[2903] | 284 | #else
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| 285 | const float2 offsetTransformed = offset;
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| 286 | #endif
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[2881] | 287 | // weight with projected coordinate to reach similar kernel size for near and far
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[3129] | 288 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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[3019] | 289 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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[2881] | 290 |
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[3203] | 291 | const float4 sampleColor = tex2Dlod(colors, float4(texcoord, .0f, .0f));
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[3155] | 292 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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[3150] | 293 |
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[2989] | 294 |
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[3017] | 295 | ////////////////
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| 296 | //-- compute contribution of sample using the direction and angle
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[2881] | 297 |
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[3017] | 298 | float3 dirSample = samplePos - centerPosition;
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[2999] | 299 |
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[3198] | 300 | const float sqrLen = max(SqrLen(dirSample), 1e-2f);
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[3197] | 301 | const float lengthToSample = sqrt(sqrLen);
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| 302 |
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[3095] | 303 | dirSample /= lengthToSample; // normalize
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| 304 |
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[2885] | 305 | // angle between current normal and direction to sample controls AO intensity.
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[3151] | 306 | const float cosAngle = max(dot(dirSample, normal), .0f);
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[3197] | 307 | const float aoContrib = SAMPLE_INTENSITY / sqrLen;
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[3089] | 308 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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[2881] | 309 |
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[3017] | 310 | #if 1
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[2885] | 311 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 312 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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[3095] | 313 |
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[3103] | 314 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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[3081] | 315 | total_ao += cosAngle * aoContrib * viewCorrection;
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[3017] | 316 | #else
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[3098] | 317 | total_ao += cosAngle * aoContrib;
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[2911] | 318 | #endif
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[3157] | 319 |
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| 320 | // check if the samples have been valid in the last frame
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[3203] | 321 | // hack: the distance measure can fail in some cases => choose something different
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| 322 | const float tooFarAway = step(1.0f, lengthToSample);
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| 323 | validSamples += (1.0f - tooFarAway) * sampleColor.x;
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[3192] | 324 | //validSamples += sampleColor.x;
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| 325 |
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| 326 | ++ numSamples;
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[3203] | 327 |
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| 328 | //if ((validSamples < 1.0f) && (newWeight > 200) && (numSamples >= 8)) break;
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| 329 | if ((validSamples < 1.0f) && (numSamples >= 8)) break;
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[2881] | 330 | }
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| 331 |
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[3192] | 332 | total_ao /= numSamples;
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| 333 |
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| 334 | return float3(max(0.0f, 1.0f - total_ao), validSamples, numSamples);
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[2881] | 335 | }
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| 336 |
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[3121] | 337 |
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[3150] | 338 |
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[2881] | 339 | /** The mrt shader for screen space ambient occlusion
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| 340 | */
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| 341 | pixel main(fragment IN,
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| 342 | uniform sampler2D colors,
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| 343 | uniform sampler2D normals,
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[3084] | 344 | uniform sampler2D noiseTex,
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[2881] | 345 | uniform float2 samples[NUM_SAMPLES],
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| 346 | uniform sampler2D oldTex,
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[3085] | 347 | uniform float4x4 modelViewProj,
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| 348 | uniform float4x4 oldModelViewProj,
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[2985] | 349 | uniform float temporalCoherence,
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[2986] | 350 | uniform float3 bl,
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| 351 | uniform float3 br,
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| 352 | uniform float3 tl,
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[3085] | 353 | uniform float3 tr,
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| 354 | uniform float3 oldEyePos,
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| 355 | uniform float3 oldbl,
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| 356 | uniform float3 oldbr,
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| 357 | uniform float3 oldtl,
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[3109] | 358 | uniform float3 oldtr,
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[3150] | 359 | uniform sampler2D attribsTex
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[2881] | 360 | )
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| 361 | {
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| 362 | pixel OUT;
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| 363 |
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[3167] | 364 | //const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
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| 365 | const float3 normal = tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz;
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[2975] | 366 |
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[3082] | 367 | // reconstruct position from the eye space depth
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[3097] | 368 | const float3 viewDir = IN.view;
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[3089] | 369 | const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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[3097] | 370 | const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
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[3014] | 371 |
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[3121] | 372 | float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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| 373 |
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[3001] | 374 |
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[3017] | 375 | ////////////////
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[3080] | 376 | //-- calculcate the current projected posiion (also used for next frame)
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[3017] | 377 |
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[3094] | 378 | float4 projPos = mul(modelViewProj, eyeSpacePos);
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[3112] | 379 | const float invw = 1.0f / projPos.w;
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| 380 | projPos *= invw;
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| 381 | float scaleFactor = SAMPLE_RADIUS * invw;
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[3121] | 382 |
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[3017] | 383 |
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[3121] | 384 | /////////////////
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| 385 | //-- compute temporal reprojection
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| 386 |
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[3137] | 387 | float2 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
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[3192] | 388 | oldTex, oldModelViewProj,
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[3121] | 389 | colors,
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| 390 | projPos.xyz,
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| 391 | invw,
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| 392 | oldbl, oldbr, oldtl, oldtr,
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[3192] | 393 | diffVec
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[3129] | 394 | );
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[3121] | 395 |
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| 396 | const float oldSsao = temporalVals.x;
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[3192] | 397 | float oldWeight = temporalVals.y;
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| 398 |
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| 399 | float3 ao;
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[3137] | 400 |
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[3192] | 401 | // cull background note: this should be done with the stencil buffer
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[3198] | 402 | //if (SqrLen(diffVec < 1e6f) && (eyeSpaceDepth < 1e10f))
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[3192] | 403 | if (eyeSpaceDepth < 1e10f)
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| 404 | {
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[3203] | 405 | ao = ssao(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), oldWeight);
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| 406 | //ao = ssao2(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), normals);
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[3192] | 407 | }
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| 408 | else
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| 409 | {
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[3198] | 410 | ao = float3(1.0f, 1.0f, 1.0f);
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[3192] | 411 | }
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[3122] | 412 |
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[3192] | 413 | const float squaredLen = SqrLen(diffVec);
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| 414 |
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| 415 | if ((ao.y > 1.0f) && (squaredLen < DYNAMIC_OBJECTS_THRESHOLD))
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| 416 | {
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| 417 | oldWeight = min(oldWeight, 4.0f * NUM_SAMPLES);
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| 418 | }
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| 419 |
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| 420 | const float newWeight = ao.z;
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| 421 |
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| 422 | // blend between old and new samples (and avoid division by zero)
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| 423 | OUT.illum_col.x = (ao.x * newWeight + oldSsao * oldWeight) / max(1e-6f, (newWeight + oldWeight));
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| 424 | OUT.illum_col.y = clamp(newWeight + oldWeight, .0f, temporalCoherence);
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| 425 | OUT.illum_col.z = SqrLen(diffVec);
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[3137] | 426 | OUT.illum_col.w = eyeSpaceDepth;
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[3120] | 427 |
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[2881] | 428 | return OUT;
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[3104] | 429 | }
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