[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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[3204] | 107 | // the ssao value in the old frame
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| 108 | const float ssao = oldPixel.x;
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| 109 |
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[3095] | 110 | // calculate eye space position of sample in old frame
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| 111 | const float oldEyeSpaceDepth = oldPixel.w;
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[3082] | 112 |
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[3095] | 113 | // vector from eye pos to old sample
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[3097] | 114 | const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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[3109] | 115 | const float invLen = 1.0f / length(viewVec);
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[3115] | 116 | const float projectedEyeSpaceDepth = invLen * length(translatedPos);
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[3137] | 117 | //const float projectedEyeSpaceDepth = length(translatedPos);
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[3099] | 118 |
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[3109] | 119 | const float depthDif = abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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[3106] | 120 |
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[3204] | 121 | const float xOffs = 1.0f / 1024.0f;
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| 122 | const float yOffs = 1.0f / 768.0f;
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| 123 | const float eps = 1e-6f;
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[3089] | 124 |
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[3204] | 125 | // the weight of the old value
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| 126 | float w;
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| 127 |
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| 128 | //////////////
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| 129 | //-- reuse old value only if it was still valid in the old frame
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| 130 |
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[3192] | 131 | if (1
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[3204] | 132 | && (oldTexCoords.x + eps >= xOffs) && (oldTexCoords.x <= 1.0f - xOffs + eps)
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| 133 | && (oldTexCoords.y + eps >= yOffs) && (oldTexCoords.y <= 1.0f - yOffs + eps)
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[3103] | 134 | && (depthDif <= MIN_DEPTH_DIFF)
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[3082] | 135 | )
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| 136 | {
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[3204] | 137 | // pixel valid => retrieve the convergence weight
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[3205] | 138 | w = oldPixel.y;
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[3082] | 139 | }
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| 140 | else
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| 141 | {
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[3204] | 142 | w = 0.0f;
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[3082] | 143 | }
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[3087] | 144 |
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[3204] | 145 | return float2(ssao, w);
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[3082] | 146 | }
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| 147 |
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| 148 |
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[2881] | 149 | /** The ssao shader returning the an intensity value between 0 and 1
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[3151] | 150 | This version of the ssao shader uses the dotproduct between pixel and
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| 151 | sample normal as weight.
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[2881] | 152 | */
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[3193] | 153 | float3 ssao2(fragment IN,
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[3150] | 154 | sampler2D colors,
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| 155 | sampler2D noiseTex,
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| 156 | float2 samples[NUM_SAMPLES],
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| 157 | float3 normal,
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| 158 | float3 centerPosition,
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| 159 | float scaleFactor,
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| 160 | float3 bl,
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| 161 | float3 br,
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| 162 | float3 tl,
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| 163 | float3 tr,
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| 164 | float3 viewDir,
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[3212] | 165 | sampler2D normalTex,
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| 166 | float sampleIntensity
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[3150] | 167 | )
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| 168 | {
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| 169 | float total_ao = .0f;
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| 170 | float numSamples = .0f;
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[3203] | 171 | float validSamples = .0f;
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[3150] | 172 |
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| 173 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 174 | {
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| 175 | const float2 offset = samples[i];
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| 176 |
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| 177 | #if 1
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| 178 | ////////////////////
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| 179 | //-- add random noise: reflect around random normal vector (rather slow!)
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| 180 |
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| 181 | const float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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| 182 | const float2 offsetTransformed = myreflect(offset, mynoise);
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| 183 | #else
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| 184 | const float2 offsetTransformed = offset;
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| 185 | #endif
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| 186 | // weight with projected coordinate to reach similar kernel size for near and far
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| 187 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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| 188 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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| 189 |
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| 190 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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[3155] | 191 | float4 sampleColor = tex2Dlod(colors, float4(texcoord, 0, 0));
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| 192 |
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| 193 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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[3159] | 194 | // the normal of the current sample
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[3167] | 195 | const float3 sampleNormal = tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz;
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[3150] | 196 |
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| 197 |
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| 198 | ////////////////
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| 199 | //-- compute contribution of sample using the direction and angle
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| 200 |
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| 201 | float3 dirSample = samplePos - centerPosition;
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| 202 |
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[3199] | 203 | const float sqrLen = max(SqrLen(dirSample), 1e-2f);
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| 204 | const float lengthToSample = sqrt(sqrLen);
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| 205 | //const float lengthToSample = max(length(dirSample), 1e-6f);
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| 206 |
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[3150] | 207 | dirSample /= lengthToSample; // normalize
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| 208 |
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| 209 | // angle between current normal and direction to sample controls AO intensity.
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[3151] | 210 | float cosAngle = .5f + dot(sampleNormal, -normal) * 0.5f;
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[3155] | 211 | // use binary decision to cull samples that are behind current shading point
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| 212 | cosAngle *= step(0.0f, dot(dirSample, normal));
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[3150] | 213 |
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[3212] | 214 | const float aoContrib = sampleIntensity / sqrLen;
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[3150] | 215 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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| 216 |
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| 217 | #if 1
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| 218 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 219 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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| 220 |
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| 221 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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| 222 | total_ao += cosAngle * aoContrib * viewCorrection;
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| 223 | #else
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| 224 | total_ao += cosAngle * aoContrib;
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| 225 | #endif
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[3157] | 226 | // check if the samples have been valid in the last frame
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[3203] | 227 | validSamples += (1.0f - step(1.0f, lengthToSample)) * sampleColor.x;
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| 228 |
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[3193] | 229 | ++ numSamples;
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[3150] | 230 | }
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| 231 |
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[3193] | 232 | total_ao /= numSamples;
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| 233 |
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[3203] | 234 | return float3(max(0.0f, 1.0f - total_ao), validSamples, numSamples);
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[3150] | 235 | }
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| 236 |
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| 237 |
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[3151] | 238 | /** The ssao shader returning the an intensity value between 0 and 1.
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| 239 | This version of the ssao shader uses the dotproduct between
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| 240 | pixel-to-sample direction and sample normal as weight.
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[3204] | 241 |
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| 242 | The algorithm works like the following:
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| 243 | 1) Check in a circular area around the current position.
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| 244 | 2) Shoot vectors to the positions there, and check the angle to these positions.
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| 245 | 3) Summing up these angles gives an estimation of the occlusion at the current position.
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[3150] | 246 | */
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[3192] | 247 | float3 ssao(fragment IN,
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[3117] | 248 | sampler2D colors,
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| 249 | sampler2D noiseTex,
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| 250 | float2 samples[NUM_SAMPLES],
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| 251 | float3 normal,
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| 252 | float3 centerPosition,
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| 253 | float scaleFactor,
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| 254 | float3 bl,
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| 255 | float3 br,
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| 256 | float3 tl,
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| 257 | float3 tr,
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[3192] | 258 | float3 viewDir,
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[3208] | 259 | float newWeight,
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[3213] | 260 | float sampleIntensity,
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| 261 | bool isMovingObject
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[3083] | 262 | )
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[2881] | 263 | {
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[3084] | 264 | float total_ao = .0f;
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[3192] | 265 | float validSamples = .0f;
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[3084] | 266 | float numSamples = .0f;
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[2881] | 267 |
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| 268 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 269 | {
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[2892] | 270 | const float2 offset = samples[i];
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[2881] | 271 |
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[3175] | 272 | #if 1
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[2881] | 273 | ////////////////////
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[3204] | 274 | //-- add random noise: reflect around random normal vector
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| 275 | //-- (slows down the computation for some reason!)
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[2985] | 276 |
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[3150] | 277 | float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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[2892] | 278 | const float2 offsetTransformed = myreflect(offset, mynoise);
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[2903] | 279 | #else
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| 280 | const float2 offsetTransformed = offset;
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| 281 | #endif
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[2881] | 282 | // weight with projected coordinate to reach similar kernel size for near and far
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[3019] | 283 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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[2881] | 284 |
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[3203] | 285 | const float4 sampleColor = tex2Dlod(colors, float4(texcoord, .0f, .0f));
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[3155] | 286 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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[3150] | 287 |
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[2989] | 288 |
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[3017] | 289 | ////////////////
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| 290 | //-- compute contribution of sample using the direction and angle
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[2881] | 291 |
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[3017] | 292 | float3 dirSample = samplePos - centerPosition;
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[2999] | 293 |
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[3198] | 294 | const float sqrLen = max(SqrLen(dirSample), 1e-2f);
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[3197] | 295 | const float lengthToSample = sqrt(sqrLen);
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| 296 |
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[3095] | 297 | dirSample /= lengthToSample; // normalize
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| 298 |
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[2885] | 299 | // angle between current normal and direction to sample controls AO intensity.
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[3151] | 300 | const float cosAngle = max(dot(dirSample, normal), .0f);
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[3212] | 301 | const float aoContrib = sampleIntensity / sqrLen;
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[3089] | 302 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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[2881] | 303 |
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[3017] | 304 | #if 1
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[2885] | 305 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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| 306 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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[3095] | 307 |
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[3103] | 308 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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[3081] | 309 | total_ao += cosAngle * aoContrib * viewCorrection;
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[3017] | 310 | #else
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[3098] | 311 | total_ao += cosAngle * aoContrib;
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[2911] | 312 | #endif
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[3157] | 313 |
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[3206] | 314 | ++ numSamples;
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[3213] | 315 |
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[3157] | 316 | // check if the samples have been valid in the last frame
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[3213] | 317 | // only mark sample as invalid if in the last / current frame
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| 318 | // they possibly have any influence on the ao
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[3206] | 319 | const float changeFactor = sampleColor.y;
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| 320 | const float pixelValid = sampleColor.x;
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[3204] | 321 |
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[3213] | 322 | // we check if the sample could have been near enough to the current pixel
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| 323 | // to have any influence in the current or last frame
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[3206] | 324 | const float tooFarAway = step(0.5f, lengthToSample - changeFactor);
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| 325 | validSamples = max(validSamples, (1.0f - tooFarAway) * pixelValid);
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[3192] | 326 |
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[3221] | 327 | #ifdef QWQ//USE_GTX
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[3213] | 328 | // we can bail out early and use a minimal #samples)
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| 329 | // if some conditions are met as long as the hardware supports it
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| 330 | if (numSamples >= 8)
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| 331 | {
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| 332 | // if the pixel belongs to a static object and all the samples stay valid in the current frame
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| 333 | if (!isMovingObject && (validSamples < 1.0f)) break;
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| 334 | // if the pixel belongs to a dynamic object but the #accumulated samples for this pixel is sufficiently high
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| 335 | // (=> there was no discontinuity recently)
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| 336 | else if (isMovingObject && (newWeight > NUM_SAMPLES * 5)) break;
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| 337 | }
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| 338 | #endif
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| 339 |
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[2881] | 340 | }
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| 341 |
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[3213] | 342 | // scale ao contribution
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[3192] | 343 | total_ao /= numSamples;
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| 344 |
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[3213] | 345 | return float3(total_ao, validSamples, numSamples);
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[2881] | 346 | }
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| 347 |
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[3121] | 348 |
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[3150] | 349 |
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[2881] | 350 | /** The mrt shader for screen space ambient occlusion
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| 351 | */
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| 352 | pixel main(fragment IN,
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| 353 | uniform sampler2D colors,
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| 354 | uniform sampler2D normals,
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[3084] | 355 | uniform sampler2D noiseTex,
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[2881] | 356 | uniform float2 samples[NUM_SAMPLES],
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| 357 | uniform sampler2D oldTex,
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[3085] | 358 | uniform float4x4 modelViewProj,
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| 359 | uniform float4x4 oldModelViewProj,
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[2985] | 360 | uniform float temporalCoherence,
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[2986] | 361 | uniform float3 bl,
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| 362 | uniform float3 br,
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| 363 | uniform float3 tl,
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[3085] | 364 | uniform float3 tr,
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| 365 | uniform float3 oldEyePos,
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| 366 | uniform float3 oldbl,
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| 367 | uniform float3 oldbr,
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| 368 | uniform float3 oldtl,
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[3109] | 369 | uniform float3 oldtr,
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[3212] | 370 | uniform sampler2D attribsTex,
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| 371 | uniform float kernelRadius,
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| 372 | uniform float sampleIntensity
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[2881] | 373 | )
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| 374 | {
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| 375 | pixel OUT;
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| 376 |
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[3167] | 377 | //const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
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| 378 | const float3 normal = tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz;
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[2975] | 379 |
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[3082] | 380 | // reconstruct position from the eye space depth
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[3097] | 381 | const float3 viewDir = IN.view;
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[3089] | 382 | const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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[3097] | 383 | const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
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[3014] | 384 |
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[3121] | 385 | float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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| 386 |
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[3001] | 387 |
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[3017] | 388 | ////////////////
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[3080] | 389 | //-- calculcate the current projected posiion (also used for next frame)
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[3017] | 390 |
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[3094] | 391 | float4 projPos = mul(modelViewProj, eyeSpacePos);
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[3112] | 392 | const float invw = 1.0f / projPos.w;
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| 393 | projPos *= invw;
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[3212] | 394 | float scaleFactor = kernelRadius * invw;
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[3121] | 395 |
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[3213] | 396 | const float sqrMoveSpeed = SqrLen(diffVec);
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| 397 | const bool isMovingObject = (sqrMoveSpeed > DYNAMIC_OBJECTS_THRESHOLD);
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| 398 |
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[3017] | 399 |
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[3121] | 400 | /////////////////
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| 401 | //-- compute temporal reprojection
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| 402 |
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[3137] | 403 | float2 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
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[3192] | 404 | oldTex, oldModelViewProj,
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[3121] | 405 | colors,
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| 406 | projPos.xyz,
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| 407 | invw,
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| 408 | oldbl, oldbr, oldtl, oldtr,
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[3192] | 409 | diffVec
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[3129] | 410 | );
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[3121] | 411 |
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| 412 | const float oldSsao = temporalVals.x;
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[3192] | 413 | float oldWeight = temporalVals.y;
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| 414 |
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| 415 | float3 ao;
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[3137] | 416 |
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[3192] | 417 | // cull background note: this should be done with the stencil buffer
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| 418 | if (eyeSpaceDepth < 1e10f)
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| 419 | {
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[3213] | 420 | ao = ssao(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), oldWeight, sampleIntensity, isMovingObject);
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[3212] | 421 | //ao = ssao2(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), normals, sampleIntensity);
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[3192] | 422 | }
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| 423 | else
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| 424 | {
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[3198] | 425 | ao = float3(1.0f, 1.0f, 1.0f);
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[3192] | 426 | }
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[3122] | 427 |
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[3213] | 428 |
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| 429 | ///////////
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| 430 | //-- check if we have to reset pixel because one of the sample points was invalid
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| 431 | //-- only do this if the current pixel does not belong to a moving object
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[3205] | 432 |
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[3213] | 433 | // the weight equals the number of sampled shot in this pass
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| 434 | const float newWeight = ao.z;
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| 435 |
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| 436 | const float completelyResetThres = 4.0f;
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| 437 | const float partlyResetThres = 1.0f;
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| 438 |
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| 439 | if (!isMovingObject)
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[3206] | 440 | {
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[3213] | 441 | if (ao.y > completelyResetThres)
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| 442 | oldWeight = .0f;
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| 443 | else if (ao.y > partlyResetThres)
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| 444 | oldWeight = min(oldWeight, 4.0f * newWeight);
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[3206] | 445 | }
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| 446 |
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[3213] | 447 | // the new weight for the next frame
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[3206] | 448 | const float combinedWeight = clamp(newWeight + oldWeight, .0f, temporalCoherence);
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[3192] | 449 |
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[3213] | 450 | //////////
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| 451 | //-- blend ao between old and new samples (and avoid division by zero)
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[3206] | 452 | OUT.illum_col.x = (ao.x * newWeight + oldSsao * oldWeight) / max(1e-6f, newWeight + oldWeight);
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[3213] | 453 |
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[3192] | 454 | OUT.illum_col.z = SqrLen(diffVec);
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[3206] | 455 | OUT.illum_col.y = combinedWeight;
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[3137] | 456 | OUT.illum_col.w = eyeSpaceDepth;
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[3120] | 457 |
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[2881] | 458 | return OUT;
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[3104] | 459 | }
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