source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg @ 2979

Revision 2979, 5.6 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*/
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 float scaleFactor
44                   //,uniform float3 currentViewDir
45                   )
46{
47        // Check in a circular area around the current position.
48        // Shoot vectors to the positions there, and check the angle to these positions.
49        // Summing up these angles gives an estimation of the occlusion at the current position.
50
51        float total_ao = 0.0;
52        float numSamples = 0;
53
54        for (int i = 0; i < NUM_SAMPLES; ++ i)
55        {
56                const float2 offset = samples[i];
57
58#if 1
59                ////////////////////
60                // add random noise: reflect around random normal vector (warning: slow!)
61                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
62                const float2 offsetTransformed = myreflect(offset, mynoise);
63#else
64                const float2 offsetTransformed = offset;
65#endif
66                // weight with projected coordinate to reach similar kernel size for near and far
67                float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * scaleFactor;
68
69                if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f))
70                        ++ numSamples;
71
72                // sample downsampled texture in order to speed up texture accesses
73                float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, SSAO_MIPMAP_LEVEL)).xyz;
74                //float3 sample_position = tex2D(positions, texcoord).xyz;
75
76                float3 vector_to_sample = sample_position - centerPosition.xyz;
77                const float length_to_sample = length(vector_to_sample);
78
79                float3 direction_to_sample = vector_to_sample / length_to_sample;
80
81                // angle between current normal and direction to sample controls AO intensity.
82                const float cos_angle = max(dot(direction_to_sample, currentNormal), 0.0f);
83
84                // the distance_scale offset is used to avoid singularity that occurs at global illumination when
85                // the distance to a sample approaches zero
86                const float distance_intensity =
87                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
88
89#if 0
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#endif
95                total_ao += cos_angle * distance_intensity;
96        }
97
98        return float2(max(0.0f, 1.0f - total_ao), numSamples);
99        //return saturate(dot(currentViewDir, currentNormal));
100}
101
102
103/** The mrt shader for screen space ambient occlusion
104*/
105pixel main(fragment IN,
106                   uniform sampler2D colors,
107                   uniform sampler2D positions,
108                   uniform sampler2D normals,
109                   uniform sampler2D noiseTexture,
110                   uniform float2 samples[NUM_SAMPLES],
111                   uniform sampler2D oldTex,
112                   const uniform float4x4 oldModelViewProj,
113                   uniform float maxDepth,
114                   uniform float temporalCoherence
115                   )
116{
117        pixel OUT;
118
119        float4 norm = tex2D(normals, IN.texCoord.xy);
120        float3 normal = normalize(norm.xyz);
121
122        // a constant ambient term
123        const float amb = norm.w;
124        // the w coordinate from the persp. projection
125        float w = norm.w;
126        // the current world position
127        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
128        // the current color
129        const float currentDepth = centerPosition.w;
130
131        const float2 ao = ssao(IN, positions, noiseTexture, samples, normal, centerPosition, w);//, viewDir);
132               
133
134        /////////////////
135        //-- compute temporally smoothing
136
137        float4 realPos = centerPosition * maxDepth;
138        realPos.w = 1.0f;
139
140
141        ///////////
142        //-- reprojection from new frame into old one
143
144        float4 oldPos = mul(oldModelViewProj, realPos);
145
146        const float newDepth = oldPos.z / oldPos.w;
147
148        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
149        float4 oldCol = tex2D(oldTex, tex);
150
151        const float oldDepth = oldCol.w;
152        const float depthDif = 1.0f - newDepth / oldDepth;
153
154        float oldWeight = clamp(oldCol.z, 0, temporalCoherence);
155        float oldNumSamples = oldCol.y;
156
157        float newWeight;
158
159        if (//(temporalCoherence > 0) &&
160                (tex.x >= 0.0f) && (tex.x < 1.0f) &&
161                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
162                (abs(depthDif) < 1e-3f)
163                // check if visibility changed in the surrounding area:
164                // then we have to recompute
165                && (oldNumSamples > ao.y - 1.5f)
166                )
167        {
168                // increase the weight for convergence
169                newWeight = oldWeight + 1.0f;
170                OUT.illum_col.xy = (ao.xy + oldCol.xy * oldWeight) / newWeight;
171
172                //if (!(oldNumSamples > ao.y - 1.5f)) newWeight = 0;
173        }
174        else
175        {
176                OUT.illum_col.xy = ao.xy;
177                newWeight = 0;
178        }
179
180        OUT.illum_col.z = newWeight;
181        OUT.illum_col.w = currentDepth;
182
183        return OUT;
184}
185
186
187pixel combine(fragment IN,
188                          uniform sampler2D colors,
189                          uniform sampler2D ssaoTex,
190                          uniform sampler2D positions)
191{
192        pixel OUT;
193
194        float4 col = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
195        float4 ao = tex2D(ssaoTex, IN.texCoord.xy);
196
197        OUT.illum_col = col * ao.x;
198        //OUT.illum_col.w = ao.w;
199        OUT.illum_col.w = col.w;
200
201        return OUT;
202}
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