source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg @ 2884

Revision 2884, 4.9 KB checked in by mattausch, 16 years ago (diff)

found bug with lod levels
made env file for shaders

Line 
1#include "../shaderenv.h"
2
3////////////////////
4// Screen Spaced Ambient Occlusion shader
5// based on shader of Alexander Kusternig
6
7
8
9struct fragment
10{
11         // normalized screen position
12        float4 pos: WPOS;
13        float4 texCoord: TEXCOORD0;
14        float3 view: COLOR0;
15};
16
17
18struct pixel
19{
20        float4 illum_col: COLOR0;
21};
22
23
24float2 reflect(float2 pt, float2 n)
25{
26        // distance to plane
27        float d = dot(n, pt);
28        // reflect around plane
29        float2 rpt = pt - d * 2.0f * n;
30        return rpt;
31}
32
33
34
35/** The ssao shader returning the an intensity value between 0 and 1
36*/
37float ssao(fragment IN,
38                   uniform sampler2D positions,
39                   uniform sampler2D noiseTexture,
40                   uniform float2 samples[NUM_SAMPLES],
41                   uniform float3 currentNormal,
42                   uniform float3 currentViewDir,
43                   uniform float noiseMultiplier,
44                   uniform float4 centerPosition
45                   )
46{
47        // the w coordinate from the persp. projection
48        float w = centerPosition.w;
49
50        // Check in a circular area around the current position.
51        // Shoot vectors to the positions there, and check the angle to these positions.
52        // Summing up these angles gives an estimation of the occlusion at the current position.
53
54        float total_ao = 0.0;
55
56        for (int i = 0; i < NUM_SAMPLES; ++ i)
57        {
58                const float2 offset = samples[i];
59
60                ////////////////////
61                // add random noise: r stores costheta, g stores sintheta
62
63                //const float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f;
64                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;
65
66                const float2 offsetTransformed = reflect(offset, mynoise);
67
68                // weight with projected coordinate to reach similar kernel size for near and far
69                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
70
71                // sample downsampled texture in order to speed up texture accesses
72                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
73                //float3 sample_position = tex2D(positions, texcoord).xyz;
74
75                float3 vector_to_sample = sample_position - centerPosition.xyz;
76                const float length_to_sample = length(vector_to_sample);
77
78                float3 direction_to_sample = vector_to_sample / length_to_sample;
79
80                // Angle between current normal and direction to sample controls AO intensity.
81                const float cos_angle = max(dot(direction_to_sample, currentNormal), 0.0f);
82
83                // distance between current position and sample position controls AO intensity.
84                const float distance_intensity =
85                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
86
87                // if surface normal perpenticular to view dir, some samples probably count less
88                // => compensate for this
89                const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
90
91                total_ao += cos_angle * distance_intensity * view_correction;
92        }
93
94        return max(0.0f, 1.0f - total_ao);
95}
96
97
98/** The mrt shader for screen space ambient occlusion
99*/
100pixel main(fragment IN,
101                   uniform sampler2D colors,
102                   uniform sampler2D positions,
103                   uniform sampler2D normals,
104                   uniform sampler2D noiseTexture,
105                   uniform float2 samples[NUM_SAMPLES],
106                   uniform float noiseMultiplier,
107                   uniform sampler2D oldTex,
108                   const uniform float4x4 oldModelViewProj,
109                   uniform float maxDepth,
110                   uniform float expFactor
111                   )
112{
113        pixel OUT;
114
115        float4 norm = tex2D(normals, IN.texCoord.xy);
116       
117        // the ambient term
118        const float amb = norm.w;
119
120        // expand normal
121        float3 normal = normalize(norm.xyz);
122        /// the current view direction
123        float3 viewDir = normalize(IN.view * 2.0f - float3(1.0f));
124
125        // the current world position
126        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
127       
128        // the current color
129        const float4 currentCol = tex2D(colors, IN.texCoord.xy);
130        const float currentDepth = currentCol.w;
131
132        const float ao = ssao(IN, positions, noiseTexture, samples, normal, viewDir, noiseMultiplier, centerPosition);
133               
134
135        /////////////////
136        //-- compute temporally smoothing
137
138        float4 realPos = centerPosition * maxDepth;
139        realPos.w = 1.0f;
140
141        // reproject
142        float4 oldPos = mul(oldModelViewProj, realPos);
143
144        const float newDepth = oldPos.z / oldPos.w;
145
146        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
147        float4 oldCol = tex2D(oldTex, tex);
148
149        const float oldDepth = oldCol.w;
150        const float depthDif = 1.0f - newDepth / oldDepth;
151
152
153        if ((tex.x >= 0.0f) && (tex.x < 1.0f) &&
154                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
155                (abs(depthDif) < 1e-3f))
156        {
157                OUT.illum_col = (float4)ao * expFactor + oldCol.x * (1.0f - expFactor);
158        }
159        else
160        {
161                OUT.illum_col = (float4)ao;
162        }
163
164        OUT.illum_col.w = currentDepth;
165
166        return OUT;
167}
168
169
170pixel combine(fragment IN,
171                          uniform sampler2D colors,
172                          uniform sampler2D ssaoTex)
173{
174        pixel OUT;
175
176        float4 col = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
177        float4 ao = tex2D(ssaoTex, IN.texCoord.xy);
178
179        OUT.illum_col = col * ao.x;
180        OUT.illum_col.w = ao.w;
181
182        return OUT;
183}
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