source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg @ 2892

Revision 2892, 5.3 KB checked in by mattausch, 16 years ago (diff)
Line 
1#include "../shaderenv.h"
2
3////////////////////
4// Screen Spaced Ambient Occlusion shader
5// based on shader of Alexander Kusternig
6
7
8struct fragment
9{
10         // normalized screen position
11        float4 pos: WPOS;
12        float2 texCoord: TEXCOORD0;
13        float3 view: TEXCOORD1;
14};
15
16
17struct pixel
18{
19        float4 illum_col: COLOR0;
20};
21
22
23float2 myreflect(float2 pt, float2 n)
24{
25        // distance to plane
26        float d = dot(n, pt);
27        // reflect around plane
28        float2 rpt = pt - d * 2.0f * n;
29
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                //const float3 offset = float3(samples[i], 0);
60
61                ////////////////////
62                // add random noise: r stores costheta, g stores sintheta
63
64                //const float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f;
65                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;
66                //float3 mynoise = float3(tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy,0);
67
68                const float2 offsetTransformed = myreflect(offset, mynoise);
69
70                // weight with projected coordinate to reach similar kernel size for near and far
71                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
72
73                // sample downsampled texture in order to speed up texture accesses
74                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
75                //float3 sample_position = tex2D(positions, texcoord).xyz;
76
77                float3 vector_to_sample = sample_position - centerPosition.xyz;
78                const float length_to_sample = length(vector_to_sample);
79
80                float3 direction_to_sample = vector_to_sample / length_to_sample;
81
82                // angle between current normal and direction to sample controls AO intensity.
83                const float cos_angle = max(dot(direction_to_sample, currentNormal), 0.0f);
84
85                // distance between current position and sample position controls AO intensity.
86                const float distance_intensity =
87                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
88
89                // if surface normal perpenticular to view dir, approx. half of the samples will not count
90                // => compensate for this (on the other hand, projected sampling area could be larger!)
91                //const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
92                //total_ao += cos_angle * distance_intensity * view_correction;
93
94                total_ao += cos_angle * distance_intensity;
95        }
96
97        return max(0.0f, 1.0f - total_ao);
98        //return saturate(dot(currentViewDir, currentNormal));
99}
100
101
102/** The mrt shader for screen space ambient occlusion
103*/
104pixel main(fragment IN,
105                   uniform sampler2D colors,
106                   uniform sampler2D positions,
107                   uniform sampler2D normals,
108                   uniform sampler2D noiseTexture,
109                   uniform float2 samples[NUM_SAMPLES],
110                   uniform float noiseMultiplier,
111                   uniform sampler2D oldTex,
112                   const uniform float4x4 oldModelViewProj,
113                   uniform float maxDepth,
114                   uniform float expFactor
115                   )
116{
117        pixel OUT;
118
119        float4 norm = tex2D(normals, IN.texCoord.xy);
120       
121        // the ambient term
122        const float amb = norm.w;
123
124        // expand normal
125        float3 normal = normalize(norm.xyz);
126       
127        /// the current view direction
128        float3 viewDir;// = normalize(IN.view);
129
130        // the current world position
131        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
132       
133        // the current color
134        const float4 currentCol = tex2D(colors, IN.texCoord.xy);
135        const float currentDepth = currentCol.w;
136
137        const float ao = ssao(IN, positions, noiseTexture, samples, normal, viewDir, noiseMultiplier, centerPosition);
138               
139
140        /////////////////
141        //-- compute temporally smoothing
142
143        float4 realPos = centerPosition * maxDepth;
144        realPos.w = 1.0f;
145
146        // reproject
147        float4 oldPos = mul(oldModelViewProj, realPos);
148
149        const float newDepth = oldPos.z / oldPos.w;
150
151        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
152        float4 oldCol = tex2D(oldTex, tex);
153
154        const float oldDepth = oldCol.w;
155        const float depthDif = 1.0f - newDepth / oldDepth;
156
157
158        if ((tex.x >= 0.0f) && (tex.x < 1.0f) &&
159                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
160                (abs(depthDif) < 1e-3f))
161        {
162                OUT.illum_col = (float4)ao * expFactor + oldCol.x * (1.0f - expFactor);
163        }
164        else
165        {
166                OUT.illum_col = (float4)ao;
167        }
168
169        //OUT.illum_col.xyz = viewDir;
170        OUT.illum_col.w = currentDepth;
171
172        return OUT;
173}
174
175
176pixel combine(fragment IN,
177                          uniform sampler2D colors,
178                          uniform sampler2D ssaoTex)
179{
180        pixel OUT;
181
182        float4 col = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
183        float4 ao = tex2D(ssaoTex, IN.texCoord.xy);
184
185        OUT.illum_col = col * ao.x;
186        //OUT.illum_col = ao;
187
188        OUT.illum_col.w = ao.w;
189
190        return OUT;
191}
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