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 | #define USE_EYESPACE_DEPTH 1
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8 |
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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 | float2 texCoord: TEXCOORD0;
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14 | float3 view: TEXCOORD1;
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15 | };
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16 |
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17 |
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18 | struct pixel
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19 | {
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20 | float4 illum_col: COLOR0;
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21 | };
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22 |
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23 |
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24 | inline float occlusionPower(float radius, float dist)
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25 | {
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26 | return 6.283185307179586476925286766559f * (1.0f - cos(asin(radius / dist)));
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27 | }
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28 |
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29 |
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30 | inline float2 myreflect(float2 pt, float2 n)
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31 | {
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32 | // distance to plane
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33 | float d = dot(n, pt);
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34 | // reflect around plane
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35 | float2 rpt = pt - d * 2.0f * n;
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36 |
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37 | return rpt;
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38 | }
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39 |
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40 |
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41 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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42 | {
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43 | float3 x1 = lerp(bl, tl, w.y);
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44 | float3 x2 = lerp(br, tr, w.y);
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45 | float3 v = lerp(x1, x2, w.x);
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46 |
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47 | return v;
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48 | }
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49 |
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50 |
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51 | // reconstruct world space position
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52 | inline float3 ReconstructSamplePos(uniform sampler2D tex,
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53 | float2 texcoord,
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54 | float3 bl, float3 br, float3 tl, float3 tr)
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55 | {
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56 | const float eyeSpaceDepth = tex2Dlod(tex, float4(texcoord, 0, 0)).w;
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57 |
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58 | float3 viewVec = Interpol(texcoord, bl, br, tl, tr);
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59 | float3 samplePos = -viewVec * eyeSpaceDepth;
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60 |
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61 | return samplePos;
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62 | }
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63 |
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64 |
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65 | inline float ComputeDifference(float2 offset,
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66 | sampler2D oldTex,
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67 | float4x4 oldModelViewProj,
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68 | sampler2D colors,
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69 | sampler2D noiseTex,
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70 | float scaleFactor,
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71 | float3 bl,
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72 | float3 br,
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73 | float3 tl,
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74 | float3 tr,
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75 | float2 texcoord0,
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76 | float3 oldEyePos,
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77 | float3 oldbl,
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78 | float3 oldbr,
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79 | float3 oldtl,
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80 | float3 oldtr,
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81 | float eyeSpaceDepth
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82 | )
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83 | {
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84 | const float2 mynoise = tex2Dlod(noiseTex, float4(texcoord0, 0, 0)).xy;
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85 |
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86 | const float2 offsetTransformed = myreflect(offset, mynoise);
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87 | float2 texCoord = texcoord0 + offsetTransformed * scaleFactor;
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88 |
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89 | const float sampleEyeSpaceDepth = tex2Dlod(colors, float4(texCoord, 0, 0)).w;
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90 |
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91 | const float3 viewVec = Interpol(texCoord, bl, br, tl, tr);
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92 | const float3 samplePos = -viewVec * sampleEyeSpaceDepth;
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93 | const float3 translatedPos = samplePos - oldEyePos;
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94 |
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95 | // reproject into old frame and calculate projected depth
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96 | float4 projPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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97 | projPos /= projPos.w;
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98 | // fit from unit cube into 0 .. 1
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99 | const float2 oldTexCoords = projPos.xy * 0.5f + 0.5f;
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100 | // retrieve the sample from the last frame
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101 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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102 | // the eye linear depth from the previous frame
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103 | const float oldEyeSpaceDepth = oldPixel.w;
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104 |
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105 | // projected linear depth
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106 | const float3 oldViewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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107 | const float invlen = 1.0f / length(oldViewVec);
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108 | const float projectedEyeSpaceDepth = invlen * length(translatedPos);
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109 |
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110 | float depthDif = (abs(eyeSpaceDepth - sampleEyeSpaceDepth) > 1.0f) ?
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111 | 0 : abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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112 |
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113 | return depthDif;
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114 | }
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115 |
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116 |
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117 | /** This shader computes the reprojection and stores
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118 | reprojected color / depth values as well as a boolean that
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119 | */
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120 | inline float3 temporalSmoothing(float4 worldPos,
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121 | float eyeSpaceDepth,
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122 | float2 texcoord0,
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123 | float3 oldEyePos,
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124 | sampler2D oldTex,
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125 | float4x4 oldModelViewProj,
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126 | float temporalCoherence,
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127 | sampler2D colors,
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128 | float3 bl,
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129 | float3 br,
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130 | float3 tl,
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131 | float3 tr,
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132 | float3 projPos,
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133 | float invW,
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134 | sampler2D noiseTex,
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135 | float2 samples[NUM_SAMPLES],
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136 | float scaleFactor,
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137 | float3 oldbl,
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138 | float3 oldbr,
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139 | float3 oldtl,
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140 | float3 oldtr,
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141 | float3 diffVec
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142 | )
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143 | {
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144 | // compute position from old frame for dynamic objects + translational portion
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145 | const float3 translatedPos = worldPos.xyz - oldEyePos + diffVec;
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146 |
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147 |
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148 | /////////////////
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149 | //-- reproject into old frame and calculate texture position of sample in old frame
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150 |
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151 | // note: the old model view matrix only holds the view orientation part
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152 | float4 backProjPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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153 | backProjPos /= backProjPos.w;
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154 |
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155 | // fit from unit cube into 0 .. 1
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156 | const float2 oldTexCoords = backProjPos.xy * 0.5f + 0.5f;
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157 | // retrieve the sample from the last frame
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158 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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159 |
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160 | #if USE_EYESPACE_DEPTH
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161 |
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162 | // calculate eye space position of sample in old frame
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163 | const float oldEyeSpaceDepth = oldPixel.w;
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164 |
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165 | // vector from eye pos to old sample
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166 | const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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167 | const float invLen = 1.0f / length(viewVec);
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168 | const float projectedEyeSpaceDepth = invLen * length(translatedPos);
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169 |
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170 | const float depthDif = abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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171 |
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172 | #else
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173 |
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174 | // calculate eye space position of sample in old frame
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175 | const float oldDepth = oldPixel.w;
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176 | // the depth projected into the old frame
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177 | const float projectedDepth = projPos.z;
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178 | // calculate depth difference
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179 | const float depthDif = abs(projectedDepth - oldDepth);
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180 |
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181 | #endif
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182 |
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183 | float notValid = 0.5f;
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184 | float overallDepth = 0;
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185 |
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186 | const float squaredLen = diffVec.x * diffVec.x + diffVec.y * diffVec.y + diffVec.z * diffVec.z;
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187 |
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188 | #if 1
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189 | if (squaredLen < 1e-8f) // object not dynamic
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190 | {
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191 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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192 | {
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193 | float sampleDif = ComputeDifference(samples[i],
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194 | oldTex,
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195 | oldModelViewProj,
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196 | colors,
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197 | noiseTex,
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198 | scaleFactor,
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199 | bl, br, tl, tr,
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200 | texcoord0,
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201 | oldEyePos,
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202 | oldbl, oldbr, oldtl, oldtr,
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203 | eyeSpaceDepth
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204 | );
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205 | //overallDepth += sampleDif;
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206 | if (sampleDif >= MIN_DEPTH_DIFF) ++ notValid;
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207 | }
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208 | }
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209 | #endif
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210 |
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211 | const float oldWeight = clamp(oldPixel.y, .0f, temporalCoherence);
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212 | //const float oldWeight = oldPixel.y;
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213 |
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214 | float newWeight;
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215 |
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216 | if ((temporalCoherence > 1e-6f)
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217 | && (oldTexCoords.x >= 0.0f) && (oldTexCoords.x < 1.0f)
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218 | && (oldTexCoords.y >= 0.0f) && (oldTexCoords.y < 1.0f)
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219 | && (depthDif <= MIN_DEPTH_DIFF)
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220 | // if visibility changed in the surrounding area we have to recompute
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221 | //&& (oldNumSamples > 0.8f * newNumSamples)
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222 | && (notValid < 1.0f)
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223 | )
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224 | {
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225 | // increase the weight for convergence
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226 | newWeight = oldWeight + 1.0f;
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227 | //if (notValid > 1.0f) newWeight = 10.0f;
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228 | //if (notValid > 1.0f) newWeight = max(15.0f - notValid * 2.0f, 1.0f);
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229 | }
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230 | else
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231 | {
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232 | newWeight = 1.0f;
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233 | }
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234 |
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235 | //if (oldPixel.y >= 2000)
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236 | // newWeight = min(temporalCoherence + 1, max(oldPixel.y - 70, 50));
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237 | //if (newWeight >= 2000) newWeight = 1000;
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238 | //newWeight -= step(2000.0f, newWeight) * 1000.0f;
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239 |
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240 | return float3(oldPixel.x, newWeight, eyeSpaceDepth);
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241 | }
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242 |
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243 |
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244 | /** The ssao shader returning the an intensity value between 0 and 1
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245 | */
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246 | float2 ssao(fragment IN,
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247 | sampler2D colors,
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248 | sampler2D noiseTex,
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249 | float2 samples[NUM_SAMPLES],
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250 | float3 normal,
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251 | float3 centerPosition,
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252 | float scaleFactor,
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253 | float3 bl,
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254 | float3 br,
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255 | float3 tl,
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256 | float3 tr,
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257 | float3 viewDir
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258 | , float2 noiseOffs
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259 | )
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260 | {
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261 | // Check in a circular area around the current position.
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262 | // Shoot vectors to the positions there, and check the angle to these positions.
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263 | // Summing up these angles gives an estimation of the occlusion at the current position.
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264 |
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265 | float total_ao = .0f;
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266 | float numSamples = .0f;
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267 |
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268 |
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269 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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270 | {
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271 | const float2 offset = samples[i];
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272 |
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273 | #if 1
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274 | ////////////////////
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275 | //-- add random noise: reflect around random normal vector (rather slow!)
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276 |
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277 | float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f + noiseOffs, 0, 0)).xy;
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278 | //float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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279 | const float2 offsetTransformed = myreflect(offset, mynoise);
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280 | #else
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281 | const float2 offsetTransformed = offset;
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282 | #endif
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283 | // weight with projected coordinate to reach similar kernel size for near and far
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284 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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285 |
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286 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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287 |
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288 | const float3 samplePos = ReconstructSamplePos(colors, texcoord, bl, br, tl, tr);
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289 |
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290 |
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291 | ////////////////
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292 | //-- compute contribution of sample using the direction and angle
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293 |
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294 | float3 dirSample = samplePos - centerPosition;
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295 | const float lengthToSample = max(length(dirSample), 1e-6f);
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296 |
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297 | dirSample /= lengthToSample; // normalize
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298 |
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299 | // angle between current normal and direction to sample controls AO intensity.
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300 | float cosAngle = max(dot(dirSample, normal), .0f);
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301 |
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302 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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303 | // the distance to a sample approaches zero
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304 | const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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305 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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306 |
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307 | #if 1
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308 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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309 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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310 |
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311 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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312 | total_ao += cosAngle * aoContrib * viewCorrection;
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313 | #else
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314 | total_ao += cosAngle * aoContrib;
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315 | #endif
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316 | }
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317 |
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318 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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319 | }
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320 |
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321 |
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322 | /** The mrt shader for screen space ambient occlusion
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323 | */
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324 | pixel main(fragment IN,
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325 | uniform sampler2D colors,
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326 | uniform sampler2D normals,
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327 | uniform sampler2D noiseTex,
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328 | uniform float2 samples[NUM_SAMPLES],
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329 | uniform sampler2D oldTex,
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330 | uniform float4x4 modelViewProj,
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331 | uniform float4x4 oldModelViewProj,
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332 | uniform float temporalCoherence,
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333 | uniform float3 bl,
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334 | uniform float3 br,
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335 | uniform float3 tl,
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336 | uniform float3 tr,
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337 | uniform float3 oldEyePos,
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338 | uniform float3 oldbl,
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339 | uniform float3 oldbr,
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340 | uniform float3 oldtl,
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341 | uniform float3 oldtr,
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342 | uniform sampler2D attribsTex
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343 | )
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344 | {
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345 | pixel OUT;
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346 |
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347 | const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
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348 |
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349 | // reconstruct position from the eye space depth
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350 | const float3 viewDir = IN.view;
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351 | const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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352 | const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
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353 |
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354 | //float3 id = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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355 | float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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356 |
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357 |
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358 | ////////////////
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359 | //-- calculcate the current projected posiion (also used for next frame)
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360 |
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361 | float4 projPos = mul(modelViewProj, eyeSpacePos);
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362 | const float invw = 1.0f / projPos.w;
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363 | projPos *= invw;
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364 | float scaleFactor = SAMPLE_RADIUS * invw;
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365 |
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366 |
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367 | /////////////////
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368 | //-- compute temporal reprojection
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369 |
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370 | float3 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
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371 | oldTex, oldModelViewProj, temporalCoherence,
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372 | colors,
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373 | bl, br, tl, tr,
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374 | projPos.xyz,
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375 | invw,
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376 | noiseTex,
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377 | samples,
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378 | scaleFactor,
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379 | oldbl, oldbr, oldtl, oldtr,
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380 | diffVec);
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381 |
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382 | const float oldSsao = temporalVals.x;
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383 | const float newWeight = clamp(temporalVals.y, .0f, temporalCoherence);
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384 |
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385 | //float2 noiseOffs = float2(temporalVals.y / 139.0f, temporalVals.y / 141.0f);
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386 | float2 noiseOffs = float2(.0f);
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387 |
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388 | float2 ao;
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389 |
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390 | // note: this should be done with the stencil buffer
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391 | if (eyeSpaceDepth < 1e10f)
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392 | {
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393 | ao = ssao(IN, colors, noiseTex, samples, normal,
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394 | eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), noiseOffs);
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395 | }
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396 | else
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397 | {
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398 | ao = float2(1.0f, 0);
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399 | }
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400 |
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401 | OUT.illum_col.x = (ao.x + oldSsao * (newWeight - 1.0f)) / newWeight;
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402 | OUT.illum_col.y = temporalVals.y;
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403 | OUT.illum_col.z = invw;
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404 | OUT.illum_col.w = temporalVals.z;
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405 |
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406 | return OUT;
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407 | }
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