source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg @ 2904

Revision 2904, 5.7 KB checked in by mattausch, 16 years ago (diff)

got rid of error with newly visible surfaces, much faster

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*/
37float2 ssao(fragment IN,
38                   uniform sampler2D positions,
39                   uniform sampler2D noiseTexture,
40                   uniform float2 samples[NUM_SAMPLES],
41                   uniform float3 currentNormal,
42                   uniform float4 centerPosition
43                   //,uniform float3 currentViewDir
44                   )
45{
46        // the w coordinate from the persp. projection
47        float w = centerPosition.w;
48
49        // Check in a circular area around the current position.
50        // Shoot vectors to the positions there, and check the angle to these positions.
51        // Summing up these angles gives an estimation of the occlusion at the current position.
52
53        float total_ao = 0.0;
54        float numSamples = 0;
55
56        for (int i = 0; i < NUM_SAMPLES; ++ i)
57        {
58                const float2 offset = samples[i];
59
60#if 1
61                ////////////////////
62                // add random noise: reflect around random normal vector (warning: slow!)
63                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
64                const float2 offsetTransformed = myreflect(offset, mynoise);
65#else
66                const float2 offsetTransformed = offset;
67#endif
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                if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f))
72                        ++ numSamples;
73
74                // sample downsampled texture in order to speed up texture accesses
75                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
76                //float3 sample_position = tex2D(positions, texcoord).xyz;
77
78                float3 vector_to_sample = sample_position - centerPosition.xyz;
79                const float length_to_sample = length(vector_to_sample);
80
81                float3 direction_to_sample = vector_to_sample / length_to_sample;
82
83                // angle between current normal and direction to sample controls AO intensity.
84                const float cos_angle = max(dot(direction_to_sample, currentNormal), 0.0f);
85
86                // distance between current position and sample position controls AO intensity.
87                const float distance_intensity =
88                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
89
90                // if surface normal perpenticular to view dir, approx. half of the samples will not count
91                // => compensate for this (on the other hand, projected sampling area could be larger!)
92                //const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
93                //total_ao += cos_angle * distance_intensity * view_correction;
94
95                total_ao += cos_angle * distance_intensity;
96
97                //total_ao /= j;
98        }
99
100        return float2(max(0.0f, 1.0f - total_ao), numSamples);
101        //return saturate(dot(currentViewDir, currentNormal));
102}
103
104
105/** The mrt shader for screen space ambient occlusion
106*/
107pixel main(fragment IN,
108                   uniform sampler2D colors,
109                   uniform sampler2D positions,
110                   uniform sampler2D normals,
111                   uniform sampler2D noiseTexture,
112                   uniform float2 samples[NUM_SAMPLES],
113                   uniform sampler2D oldTex,
114                   const uniform float4x4 oldModelViewProj,
115                   uniform float maxDepth,
116                   uniform float temporalCoherence
117                   )
118{
119        pixel OUT;
120
121        float4 norm = tex2D(normals, IN.texCoord.xy);
122       
123        // the ambient term
124        const float amb = norm.w;
125
126        // expand normal
127        float3 normal = normalize(norm.xyz);
128       
129        /// the current view direction
130        //float3 viewDir = normalize(IN.view);
131
132        // the current world position
133        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
134       
135        // the current color
136        const float4 currentCol = tex2D(colors, IN.texCoord.xy);
137        const float currentDepth = currentCol.w;
138
139        const float2 ao = ssao(IN, positions, noiseTexture, samples, normal, centerPosition);//, viewDir);
140               
141
142        /////////////////
143        //-- compute temporally smoothing
144
145        float4 realPos = centerPosition * maxDepth;
146        realPos.w = 1.0f;
147
148        // reproject
149        float4 oldPos = mul(oldModelViewProj, realPos);
150
151        const float newDepth = oldPos.z / oldPos.w;
152
153        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
154        float4 oldCol = tex2D(oldTex, tex);
155
156        const float oldDepth = oldCol.w;
157        const float depthDif = 1.0f - newDepth / oldDepth;
158
159        float oldWeight = clamp(oldCol.z, 0, temporalCoherence);
160        float oldNumSamples = oldCol.y;
161
162        float newWeight;
163
164        if (//(temporalCoherence > 0) &&
165                (tex.x >= 0.0f) && (tex.x < 1.0f) &&
166                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
167                (abs(depthDif) < 1e-3f)
168                && (oldNumSamples > ao.y - 1.5f) // check if something happened in the surrounding area
169                )
170        {
171                // increase the weight for convergence
172                newWeight = oldWeight + 1.0f;
173
174                //OUT.illum_col = (float4)ao * expFactor + oldCol.x * (1.0f - expFactor);
175                OUT.illum_col.xy = (ao.xy + oldCol.xy * oldWeight) / newWeight;
176
177                //if (!(oldNumSamples > ao.y - 1.5f)) newWeight = 0;
178        }
179        else
180        {
181                OUT.illum_col.xy = ao.xy;
182                newWeight = 0;
183        }
184
185
186        //OUT.illum_col.y = ao.y;
187        OUT.illum_col.z = newWeight;
188        OUT.illum_col.w = currentDepth;
189
190        return OUT;
191}
192
193
194pixel combine(fragment IN,
195                          uniform sampler2D colors,
196                          uniform sampler2D ssaoTex)
197{
198        pixel OUT;
199
200        float4 col = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
201        float4 ao = tex2D(ssaoTex, IN.texCoord.xy);
202
203        OUT.illum_col = col * ao.x;
204        //OUT.illum_col = (float4)ao.x;
205
206        OUT.illum_col.w = ao.w;
207
208        return OUT;
209}
Note: See TracBrowser for help on using the repository browser.