source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg @ 2868

Revision 2868, 7.4 KB checked in by mattausch, 16 years ago (diff)

changed ssao to multipass algorithm

Line 
1////////////////////
2// Screen Spaced Ambient Occlusion shader
3// based on shader of Alexander Kusternig
4
5//#define NUM_SAMPLES 8
6#define NUM_SAMPLES 16
7
8// rule of thumb: approx 1 / NUM_SAMPLES
9#define SAMPLE_INTENSITY 0.15
10//#define SAMPLE_INTENSITY 0.125f
11
12#define AREA_SIZE 9e-1f
13//#define VIEW_CORRECTION_SCALE 0.3f
14#define VIEW_CORRECTION_SCALE 0.5f
15#define DISTANCE_SCALE 1e-6f
16
17
18struct fragment
19{
20         // normalized screen position
21        float4 pos: WPOS;
22        float4 texCoord: TEXCOORD0;
23        float3 view: COLOR0;
24};
25
26
27struct pixel
28{
29        float4 color: COLOR0;
30};
31
32
33float2 reflect(float2 pt, float2 n)
34{
35  // distance to plane
36  float d = dot(n, pt);
37  // reflect around plane
38  float2 rpt = pt - d * 2.0f * n;
39
40  return rpt;
41}
42
43
44float2 rotate(float2 pt, float2 n)
45{
46        float2 ptTransformed;
47        ptTransformed.x = n.r * pt.x - n.g * pt.y;
48        ptTransformed.y = n.g * pt.x + n.r * pt.y;
49
50        return ptTransformed;
51}
52
53
54/** The ssao shader returning the an intensity value between 0 and 1
55*/
56float ssao(fragment IN,
57                   uniform sampler2D positions,
58                   uniform sampler2D noiseTexture,
59                   uniform float2 samples[NUM_SAMPLES],
60                   uniform float3 currentNormal,
61                   uniform float3 currentViewDir,
62                   uniform float noiseMultiplier,
63                   uniform float4 centerPosition
64                   )
65{
66        // the w coordinate from the persp. projection
67        float w = centerPosition.w;
68
69        // Check in a circular area around the current position.
70        // Shoot vectors to the positions there, and check the angle to these positions.
71        // Summing up these angles gives an estimation of the occlusion at the current position.
72
73        float total_ao = 0.0;
74
75        const float areaSize = 5e-1f;
76
77        for (int i = 0; i < NUM_SAMPLES; i ++)
78        {
79                float2 offset = samples[i];
80
81                //sample noisetex; r stores costheta, g stores sintheta
82                //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f;
83                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;
84
85                // rotation
86                //float2 offsetTransformed = offset;
87                //float2 offsetTransformed = rotate(offset, mynoise);
88                float2 offsetTransformed = reflect(offset, mynoise);
89
90                // weight with projected coordinate to reach similar kernel size for near and far
91                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
92
93                // sample downsampled texture in order to speed up texture accesses
94                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
95                //float3 sample_position = tex2D(positions, texcoord).xyz;
96
97                float3 vector_to_sample = sample_position - centerPosition.xyz;
98                float length_to_sample = length(vector_to_sample);
99                float3 direction_to_sample = vector_to_sample / length_to_sample;
100
101                // Angle between current normal and direction to sample controls AO intensity.
102                float cos_angle = dot(direction_to_sample, currentNormal);
103                cos_angle = max(cos_angle, 0.0f);
104
105                // distance between current position and sample position controls AO intensity.
106                float distance_intensity =
107                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
108
109                // if surface normal perpenticular to view dir, some samples probably count less
110                // => compensate for this
111                float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
112
113                total_ao += cos_angle * distance_intensity * view_correction;
114        }
115
116        return (1.0f - total_ao);
117        //return dot(currentViewDir, currentNormal);
118}
119
120
121/** Computes ambient occlusion + diffuse reflections
122*/
123float4 globIllum(fragment IN,
124                                 uniform sampler2D colors,
125                                 uniform sampler2D positions,
126                                 uniform sampler2D noiseTexture,
127                                 uniform float2 samples[NUM_SAMPLES],
128                                 uniform float3 currentNormal,
129                                 uniform float3 currentViewDir,
130                                 uniform float noiseMultiplier,
131                                 uniform float4 centerPosition
132                                 )
133{
134        // the w coordinate from the persp. projection
135        float w = centerPosition.w;
136
137        // Check in a circular area around the current position.
138        // Shoot vectors to the positions there, and check the angle to these positions.
139        // Summing up these angles gives an estimation of the occlusion at the current position.
140
141        float total_ao = 0.0;
142        float3 total_color = float3(0.0f);
143
144        const float areaSize = 5e-1f;
145
146        for (int i = 0; i < NUM_SAMPLES; i ++)
147        {
148                float2 offset = samples[i];
149
150                //sample noisetex; r stores costheta, g stores sintheta
151                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f;
152
153                // rotation
154                float2 offsetTransformed = rotate(offset, mynoise);
155
156                // weight with projected coordinate to reach similar kernel size for near and far
157                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
158
159                float3 sample_position = tex2D(positions, texcoord).xyz;
160                float3 sample_color = tex2D(colors, texcoord).xyz;
161
162                float3 vector_to_sample = sample_position - centerPosition.xyz;
163                float length_to_sample = length(vector_to_sample);
164                float3 direction_to_sample = vector_to_sample / length_to_sample;
165
166                // Angle between current normal and direction to sample controls AO intensity.
167                float cos_angle = dot(direction_to_sample, currentNormal);
168                cos_angle = max(cos_angle, 0.0f);
169
170                // distance between current position and sample position controls AO intensity.
171                float distance_intensity =
172                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
173
174                // if normal perpenticular to view dir, only half of the samples count
175                float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
176
177                total_ao += cos_angle * distance_intensity * view_correction;
178                total_color += cos_angle * distance_intensity * view_correction * sample_color * 0.3f;
179        }
180
181        return float4(total_color, 1.0f - total_ao);
182}
183
184
185/** The mrt shader for screen space ambient occlusion
186*/
187pixel main(fragment IN,
188                   uniform sampler2D colors,
189                   uniform sampler2D positions,
190                   uniform sampler2D normals,
191                   uniform sampler2D noiseTexture,
192                   uniform float2 samples[NUM_SAMPLES],
193                   uniform float noiseMultiplier,
194                   uniform sampler2D oldTex,
195                   const uniform float4x4 oldModelViewProj,
196                   uniform float maxDepth,
197                   uniform float expFactor
198                   )
199{
200        pixel OUT;
201
202        float4 normal = tex2D(normals, IN.texCoord.xy);
203       
204        // the ambient term
205        float amb = normal.w;
206
207        // expand normal
208        normal = normalize(normal);// * 2.0f - 1.0f);
209        /// the current view direction
210        float3 viewDir = normalize(IN.view * 2.0f - float3(1.0f));
211
212        // the current world position
213        float4 centerPosition = tex2D(positions, IN.texCoord.xy);
214       
215        float4 col = tex2D(colors, IN.texCoord.xy);
216        float currentDepth = col.w;
217
218        float ao = ssao(IN, positions, noiseTexture, samples, normal.xyz, viewDir, noiseMultiplier, centerPosition);
219        float4 attenuated_color = ao * col;
220        //float4 attenuated_color = ao;
221
222        //float4 new_col = globIllum(IN, colors, positions, noiseTexture, samples, normal.xyz, viewDir, noiseMultiplier, centerPosition);
223        //float4 attenuated_color = ao * col + new_col;
224       
225        const float x = expFactor;
226
227        float4 dummy = centerPosition * maxDepth;
228        dummy.w = 1.0f;
229
230        float4 oldPos = mul(oldModelViewProj, dummy);
231
232        float newDepth = oldPos.z / oldPos.w;
233 
234        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
235        float4 col1 = tex2D(oldTex, tex);
236
237        float oldDepth = col1.w;
238        float depthDif = 1.0f - newDepth / oldDepth;
239
240        if ((tex.x >= 0.0f) && (tex.x < 1.0f) &&
241                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
242                (abs(depthDif)  < 1e-4f))
243        {
244                OUT.color = attenuated_color * expFactor + col1 * float4(1.0f - expFactor);
245        }
246        else
247        {
248                OUT.color = attenuated_color;
249        }
250
251        //OUT.color.xyz = viewDir;
252        //OUT.color = attenuated_color;
253       
254        OUT.color.w = currentDepth;
255
256        return OUT;
257}
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