source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg @ 2872

Revision 2872, 8.0 KB checked in by mattausch, 16 years ago (diff)

working to incorporate indirect illumination

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 7e-1f
13//#define AREA_SIZE 3e-1f
14#define VIEW_CORRECTION_SCALE 0.3f
15//#define VIEW_CORRECTION_SCALE 0.5f
16#define DISTANCE_SCALE 1e-6f
17
18
19struct fragment
20{
21         // normalized screen position
22        float4 pos: WPOS;
23        float4 texCoord: TEXCOORD0;
24        float3 view: COLOR0;
25};
26
27
28struct pixel
29{
30        float4 illum_col: COLOR0;
31        float4 combined_col: COLOR1;
32};
33
34
35float2 reflect(float2 pt, float2 n)
36{
37        // distance to plane
38        float d = dot(n, pt);
39        // reflect around plane
40        float2 rpt = pt - d * 2.0f * n;
41        return rpt;
42}
43
44
45/*float2 rotate(float2 pt, float2 n)
46{
47        float2 ptTransformed;
48        ptTransformed.x = n.r * pt.x - n.g * pt.y;
49        ptTransformed.y = n.g * pt.x + n.r * pt.y;
50
51        return ptTransformed;
52}*/
53
54
55/** The ssao shader returning the an intensity value between 0 and 1
56*/
57float ssao(fragment IN,
58                   uniform sampler2D positions,
59                   uniform sampler2D noiseTexture,
60                   uniform float2 samples[NUM_SAMPLES],
61                   uniform float3 currentNormal,
62                   uniform float3 currentViewDir,
63                   uniform float noiseMultiplier,
64                   uniform float4 centerPosition
65                   )
66{
67        // the w coordinate from the persp. projection
68        float w = centerPosition.w;
69
70        // Check in a circular area around the current position.
71        // Shoot vectors to the positions there, and check the angle to these positions.
72        // Summing up these angles gives an estimation of the occlusion at the current position.
73
74        float total_ao = 0.0;
75
76        const float areaSize = 5e-1f;
77
78        for (int i = 0; i < NUM_SAMPLES; i ++)
79        {
80                float2 offset = samples[i];
81
82                //sample noisetex; r stores costheta, g stores sintheta
83                //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f;
84                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;
85
86                // rotation
87                //float2 offsetTransformed = offset;
88                //float2 offsetTransformed = rotate(offset, mynoise);
89                float2 offsetTransformed = reflect(offset, mynoise);
90
91                // weight with projected coordinate to reach similar kernel size for near and far
92                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
93
94                // sample downsampled texture in order to speed up texture accesses
95                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
96                //float3 sample_position = tex2D(positions, texcoord).xyz;
97
98                float3 vector_to_sample = sample_position - centerPosition.xyz;
99                float length_to_sample = length(vector_to_sample);
100                float3 direction_to_sample = vector_to_sample / length_to_sample;
101
102                // Angle between current normal and direction to sample controls AO intensity.
103                float cos_angle = dot(direction_to_sample, currentNormal);
104                cos_angle = max(cos_angle, 0.0f);
105
106                // distance between current position and sample position controls AO intensity.
107                float distance_intensity =
108                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
109
110                // if surface normal perpenticular to view dir, some samples probably count less
111                // => compensate for this
112                float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
113
114                total_ao += cos_angle * distance_intensity * view_correction;
115        }
116
117        return max(0.0f, 1.0f - total_ao);
118        //return dot(currentViewDir, currentNormal);
119}
120
121
122/** Computes ambient occlusion + diffuse reflections
123*/
124float4 globIllum(fragment IN,
125                                 uniform sampler2D colors,
126                                 uniform sampler2D positions,
127                                 uniform sampler2D noiseTexture,
128                                 uniform float2 samples[NUM_SAMPLES],
129                                 uniform float3 currentNormal,
130                                 uniform float3 currentViewDir,
131                                 uniform float noiseMultiplier,
132                                 uniform float4 centerPosition
133                                 )
134{
135        // the w coordinate from the persp. projection
136        float w = centerPosition.w;
137
138        // Check in a circular area around the current position.
139        // Shoot vectors to the positions there, and check the angle to these positions.
140        // Summing up these angles gives an estimation of the occlusion at the current position.
141
142        // ao is in stored in the w
143        float4 total_color = float4(0, 0, 0, 1);
144
145        const float areaSize = 5e-1f;
146
147        for (int i = 0; i < NUM_SAMPLES; i ++)
148        {
149                float2 offset = samples[i];
150
151                //sample noisetex; r stores costheta, g stores sintheta
152                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;
153
154                // rotation
155                float2 offsetTransformed = reflect(offset, mynoise);
156
157                // weight with projected coordinate to reach similar kernel size for near and far
158                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
159
160                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
161                float3 sample_color = tex2Dlod(colors, float4(texcoord, 0, 1)).xyz;
162
163                float3 vector_to_sample = sample_position - centerPosition.xyz;
164                float length_to_sample = length(vector_to_sample);
165                float3 direction_to_sample = vector_to_sample / length_to_sample;
166
167                // Angle between current normal and direction to sample controls AO intensity.
168                float cos_angle = dot(direction_to_sample, currentNormal);
169                cos_angle = max(cos_angle, 0.0f);
170
171                // distance between current position and sample position controls AO intensity.
172                float distance_intensity =
173                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
174
175                // if normal perpenticular to view dir, only half of the samples count
176                float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
177
178                total_color.w -= cos_angle * distance_intensity * view_correction;
179
180                const float scale_factor = 0.3f;
181                total_color.xyz += cos_angle * distance_intensity * view_correction * sample_color * scale_factor;
182        }
183
184        return saturate(total_color);
185}
186
187
188/** The mrt shader for screen space ambient occlusion
189*/
190pixel main(fragment IN,
191                   uniform sampler2D colors,
192                   uniform sampler2D positions,
193                   uniform sampler2D normals,
194                   uniform sampler2D noiseTexture,
195                   uniform float2 samples[NUM_SAMPLES],
196                   uniform float noiseMultiplier,
197                   uniform sampler2D oldTex,
198                   const uniform float4x4 oldModelViewProj,
199                   uniform float maxDepth,
200                   uniform float expFactor
201                   )
202{
203        pixel OUT;
204
205        float4 norm = tex2D(normals, IN.texCoord.xy);
206       
207        // the ambient term
208        const float amb = norm.w;
209
210        // expand normal
211        float3 normal = normalize(norm.xyz);
212        /// the current view direction
213        float3 viewDir = normalize(IN.view * 2.0f - float3(1.0f));
214
215        // the current world position
216        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
217       
218        // the current color
219        const float4 currentCol = tex2D(colors, IN.texCoord.xy);
220        const float currentDepth = currentCol.w;
221
222        //float4 new_col = (float4)ssao(IN, positions, noiseTexture, samples, normal, viewDir, noiseMultiplier, centerPosition);
223        float4 new_col = globIllum(IN, colors, positions, noiseTexture, samples, normal, viewDir, noiseMultiplier, centerPosition);
224       
225
226        /////////////////
227        //-- compute temporally smoothed value
228
229        float4 realPos = centerPosition * maxDepth;
230        realPos.w = 1.0f;
231
232        float4 oldPos = mul(oldModelViewProj, realPos);
233
234        const float newDepth = oldPos.z / oldPos.w;
235
236        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
237        float4 oldCol = tex2D(oldTex, tex);
238
239        const float oldDepth = oldCol.w;
240        const float depthDif = 1.0f - newDepth / oldDepth;
241
242        if ((tex.x >= 0.0f) && (tex.x < 1.0f) &&
243                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
244                (abs(depthDif)  < 1e-4f))
245        {
246                OUT.illum_col = new_col * expFactor + oldCol * float4(1.0f - expFactor);
247        }
248        else
249        {
250                OUT.illum_col = new_col;
251        }
252
253        //const float ao = OUT.illum_col.x;
254        const float ao = OUT.illum_col.w;
255
256        //OUT.combined_col = (currentCol + OUT.illum_col) * ao;
257        OUT.combined_col = currentCol * ao;
258
259        OUT.illum_col.w = currentDepth;
260
261        return OUT;
262}
263
264/*
265pixel combined(fragment IN,
266                           uniform sampler2D colors,
267                           uniform sampler2D ssaoTex
268                   )
269{
270        pixel OUT;
271
272        float4 col = tex2D(colors, IN.texCoord.xy);
273        float4 ao = tex2D(ssaoTex, IN.texCoord.xy);
274        //float4 illum = tex2D(ssaoTex, IN.texCoord.xy);
275
276        OUT.illum_col = col * ao;
277
278        return OUT;
279}*/
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