1 | #include "../shaderenv.h"
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2 |
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3 | ////////////////////
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4 | // Screen Spaced Ambient Occlusion shader
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5 | // based on shader of Alexander Kusternig
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6 |
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7 |
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8 | #define USE_EYE_SPACE_DEPTH 1
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9 |
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10 |
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11 | struct fragment
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12 | {
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13 | // normalized screen position
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14 | float4 pos: WPOS;
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15 | float2 texCoord: TEXCOORD0;
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16 | float3 view: TEXCOORD1;
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17 | };
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18 |
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19 |
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20 | struct pixel
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21 | {
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22 | float4 illum_col: COLOR0;
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23 | };
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24 |
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25 |
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26 | inline float2 myreflect(float2 pt, float2 n)
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27 | {
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28 | // distance to plane
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29 | float d = dot(n, pt);
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30 | // reflect around plane
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31 | float2 rpt = pt - d * 2.0f * n;
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32 |
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33 | return rpt;
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34 | }
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35 |
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36 |
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37 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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38 | {
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39 | float3 x1 = lerp(bl, tl, w.y);
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40 | float3 x2 = lerp(br, tr, w.y);
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41 | float3 v = lerp(x1, x2, w.x);
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42 |
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43 | return v;
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44 | }
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45 |
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46 |
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47 | // reconstruct world space position
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48 | inline float3 ReconstructSamplePosition(float3 eyePos,
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49 | uniform sampler2D colors,
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50 | float2 texcoord,
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51 | float3 bl, float3 br, float3 tl, float3 tr)
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52 | {
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53 | #if USE_EYE_SPACE_DEPTH
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54 | float eyeSpaceDepth = tex2Dlod(colors, float4(texcoord, 0, 0)).w;
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55 | //float3 rotView = normalize(Interpol(texcoord, bl, br, tl, tr));
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56 | float3 rotView = Interpol(texcoord, bl, br, tl, tr);
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57 |
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58 | float3 samplePos = eyePos - rotView * eyeSpaceDepth;
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59 | #else
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60 | float3 samplePos = tex2Dlod(colors, float4(texcoord, 0, SSAO_MIPMAP_LEVEL)).xyz;
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61 | #endif
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62 | return samplePos;
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63 | }
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64 |
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65 |
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66 | /** The ssao shader returning the an intensity value between 0 and 1
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67 | */
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68 | float2 ssao(fragment IN,
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69 | uniform sampler2D colors,
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70 | uniform sampler2D noiseTexture,
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71 | uniform float2 samples[NUM_SAMPLES],
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72 | uniform float3 currentNormal,
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73 | uniform float3 centerPosition,
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74 | uniform float scaleFactor,
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75 | uniform float3 eyePos,
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76 | uniform float3 bl,
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77 | uniform float3 br,
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78 | uniform float3 tl,
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79 | uniform float3 tr
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80 | //, uniform float3 viewDir
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81 | )
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82 | {
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83 | // Check in a circular area around the current position.
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84 | // Shoot vectors to the positions there, and check the angle to these positions.
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85 | // Summing up these angles gives an estimation of the occlusion at the current position.
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86 |
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87 | float total_ao = 0.0;
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88 | float numSamples = 0;
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89 |
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90 |
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91 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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92 | {
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93 | const float2 offset = samples[i];
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94 |
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95 | #if 1
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96 | ////////////////////
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97 | // add random noise: reflect around random normal vector (warning: slow!)
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98 |
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99 | float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
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100 | const float2 offsetTransformed = myreflect(offset, mynoise);
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101 | #else
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102 | const float2 offsetTransformed = offset;
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103 | #endif
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104 | // weight with projected coordinate to reach similar kernel size for near and far
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105 | float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * scaleFactor;
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106 |
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107 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f))++ numSamples;
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108 |
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109 | float3 samplePos = ReconstructSamplePosition(eyePos, colors, texcoord, bl, br, tl, tr);
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110 |
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111 |
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112 | ///////
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113 | //-- compute contribution of current sample taking into account direction and angle
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114 |
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115 | float3 dirSample = samplePos - centerPosition.xyz;
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116 | const float lengthSample = length(dirSample);
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117 |
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118 | float3 nDirSample = dirSample / lengthSample;
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119 |
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120 | // angle between current normal and direction to sample controls AO intensity.
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121 | const float cos_angle = max(dot(nDirSample, currentNormal), 0.0f);
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122 |
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123 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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124 | // the distance to a sample approaches zero
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125 | const float intensity =
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126 | (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + lengthSample * lengthSample);
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127 |
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128 | #if 0
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129 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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130 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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131 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
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132 | total_ao += cos_angle * intensity * viewCorrection;
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133 | #endif
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134 | total_ao += cos_angle * intensity;
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135 | }
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136 |
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137 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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138 | }
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139 |
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140 |
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141 | /** The mrt shader for screen space ambient occlusion
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142 | */
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143 | pixel main(fragment IN,
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144 | uniform sampler2D colors,
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145 | uniform sampler2D positions,
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146 | uniform sampler2D normals,
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147 | uniform sampler2D noiseTexture,
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148 | uniform float2 samples[NUM_SAMPLES],
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149 | uniform sampler2D oldTex,
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150 | const uniform float4x4 oldModelViewProj,
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151 | const uniform float4x4 modelViewProj,
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152 | uniform float maxDepth,
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153 | uniform float temporalCoherence,
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154 | uniform float3 eyePos,
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155 | uniform float3 bl,
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156 | uniform float3 br,
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157 | uniform float3 tl,
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158 | uniform float3 tr
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159 | )
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160 | {
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161 | pixel OUT;
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162 |
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163 | float4 norm = tex2Dlod(normals, float4(IN.texCoord, 0 ,0));
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164 | float3 normal = normalize(norm.xyz);
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165 |
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166 | // the w coordinate from the persp. projection
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167 | float w = norm.w;
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168 |
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169 |
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170 | #if USE_EYE_SPACE_DEPTH
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171 | /// reconstruct position from the eye space depth
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172 | float3 viewDir = IN.view;
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173 | const float eyeDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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174 |
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175 | float3 centerPosition;
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176 | centerPosition.xyz = eyePos - viewDir * eyeDepth;
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177 |
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178 | const float2 ao = ssao(IN, colors, noiseTexture, samples, normal, centerPosition, w, eyePos, bl, br, tl, tr);
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179 | #else
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180 |
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181 | // the current world position
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182 | const float3 centerPosition = tex2Dlod(positions, float4(IN.texCoord, 0, 0)).xyz;
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183 |
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184 | const float2 ao = ssao(IN, positions, noiseTexture, samples, normal, centerPosition, w, eyePos, bl, br, tl, tr);
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185 |
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186 | #endif
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187 |
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188 | /////////////////
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189 | //-- compute temporally smoothing
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190 |
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191 | float4 realPos = float4(centerPosition * maxDepth, 1.0f);
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192 |
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193 |
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194 | // calculcate the current projected depth for next frame
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195 | float4 currentPos = mul(modelViewProj, realPos);
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196 | currentPos /= currentPos.w;
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197 | const float currentDepth = currentPos.z;
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198 |
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199 |
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200 | ///////////
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201 | //-- reprojection new frame into old one
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202 |
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203 | // calculate projected depth
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204 | float4 projPos = mul(oldModelViewProj, realPos);
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205 | projPos /= projPos.w;
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206 |
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207 | // the current depth projected into the old frame
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208 | const float projDepth = projPos.z;
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209 |
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210 | // fit from unit cube into 0 .. 1
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211 | float2 tex = (projPos.xy) * 0.5f + 0.5f;
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212 |
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213 | // retrieve the sample from the last frame
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214 | float4 oldCol = tex2D(oldTex, tex);
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215 |
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216 | const float oldDepth = oldCol.w;
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217 | const float depthDif = 1.0f - projDepth / oldDepth;
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218 |
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219 |
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220 | //const float oldNumSamples = oldCol.y;
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221 | const float oldWeight = clamp(oldCol.z, 0, temporalCoherence);
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222 |
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223 | float newWeight;
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224 |
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225 | // the number of valid samples in this frame
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226 | //const float newNumSamples = ao.y;
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227 |
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228 |
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229 | if (//(temporalCoherence > 0) &&
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230 | (tex.x >= 0.0f) && (tex.x < 1.0f) &&
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231 | (tex.y >= 0.0f) && (tex.y < 1.0f) &&
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232 | (abs(depthDif) < MIN_DEPTH_DIFF)
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233 | // if visibility changed in the surrounding area we have to recompute
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234 | //&& (oldNumSamples > 0.8f * newNumSamples)
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235 | )
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236 | {
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237 | // increase the weight for convergence
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238 | newWeight = oldWeight + 1.0f;
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239 | OUT.illum_col.xy = (ao.xy + oldCol.xy * oldWeight) / newWeight;
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240 | //if (!(oldNumSamples > ao.y - 1.5f)) newWeight = 0;
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241 | }
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242 | else
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243 | {
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244 | OUT.illum_col.xy = ao.xy;
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245 | newWeight = 0;
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246 | }
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247 |
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248 | OUT.illum_col.z = newWeight;
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249 | OUT.illum_col.w = currentDepth;
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250 |
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251 | return OUT;
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252 | }
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253 |
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254 |
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255 | pixel combine(fragment IN,
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256 | uniform sampler2D colors,
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257 | uniform sampler2D ssaoTex)
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258 | {
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259 | pixel OUT;
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260 |
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261 | float4 col = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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262 | float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0));
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263 |
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264 | OUT.illum_col = col * ao.x;
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265 | //OUT.illum_col = float4(ao.x,ao.x,ao.x, ao.w);
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266 | OUT.illum_col.w = col.w;
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267 |
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268 | return OUT;
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269 | }
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