1 | #include "../shaderenv.h"
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2 |
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3 |
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4 | ////////////////////
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5 | // Screen Spaced Ambient Occlusion shader
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6 | // based on shader of Alexander Kusternig
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7 |
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8 |
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9 | #define USE_EYESPACE_DEPTH 1
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10 |
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11 |
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12 | struct fragment
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13 | {
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14 | float2 texCoord: TEXCOORD0;
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15 | float3 view: TEXCOORD1;
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16 | };
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17 |
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18 |
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19 | struct pixel
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20 | {
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21 | float4 illum_col: COLOR0;
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22 | };
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23 |
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24 |
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25 | inline float occlusionPower(float radius, float dist)
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26 | {
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27 | return 6.283185307179586476925286766559f * (1.0f - cos(asin(radius / dist)));
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28 | }
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29 |
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30 |
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31 | inline float SqrLen(float3 v)
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32 | {
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33 | return v.x * v.x + v.y * v.y + v.z * v.z;
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34 | }
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35 |
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36 |
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37 | inline float2 myreflect(float2 pt, float2 n)
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38 | {
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39 | // distance to plane
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40 | float d = dot(n, pt);
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41 | // reflect around plane
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42 | float2 rpt = pt - d * 2.0f * n;
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43 |
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44 | return rpt;
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45 | }
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46 |
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47 |
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48 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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49 | {
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50 | float3 x1 = lerp(bl, tl, w.y);
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51 | float3 x2 = lerp(br, tr, w.y);
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52 | float3 v = lerp(x1, x2, w.x);
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53 |
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54 | return v;
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55 | }
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56 |
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57 |
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58 | // reconstruct world space position
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59 | inline float3 ReconstructSamplePos(float eyeSpaceDepth,
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60 | float2 texcoord,
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61 | float3 bl, float3 br, float3 tl, float3 tr)
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62 | {
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63 | float3 viewVec = Interpol(texcoord, bl, br, tl, tr);
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64 | float3 samplePos = -viewVec * eyeSpaceDepth;
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65 |
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66 | return samplePos;
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67 | }
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68 |
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69 |
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70 |
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71 | /** This shader computes the reprojection and stores
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72 | the ssao value of the old pixel as well as the
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73 | weight of the pixel in the new frame.
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74 | */
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75 | inline float2 temporalSmoothing(float4 worldPos,
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76 | float eyeSpaceDepth,
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77 | float2 texcoord0,
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78 | float3 oldEyePos,
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79 | sampler2D oldTex,
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80 | float4x4 oldModelViewProj,
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81 | float temporalCoherence,
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82 | sampler2D colors,
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83 | float3 projPos,
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84 | float invW,
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85 | float3 oldbl,
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86 | float3 oldbr,
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87 | float3 oldtl,
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88 | float3 oldtr,
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89 | float3 diffVec,
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90 | float pixelValid
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91 | )
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92 | {
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93 | // compute position from old frame for dynamic objects + translational portion
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94 | const float3 translatedPos = diffVec - oldEyePos + worldPos.xyz;
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95 |
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96 |
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97 | /////////////////
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98 | //-- reproject into old frame and calculate texture position of sample in old frame
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99 |
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100 | // note: the old model view matrix only holds the view orientation part
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101 | float4 backProjPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
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102 | backProjPos /= backProjPos.w;
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103 |
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104 | // fit from unit cube into 0 .. 1
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105 | const float2 oldTexCoords = backProjPos.xy * 0.5f + 0.5f;
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106 | // retrieve the sample from the last frame
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107 | const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
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108 |
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109 | #if USE_EYESPACE_DEPTH
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110 |
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111 | // calculate eye space position of sample in old frame
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112 | const float oldEyeSpaceDepth = oldPixel.w;
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113 |
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114 | // vector from eye pos to old sample
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115 | const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
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116 | const float invLen = 1.0f / length(viewVec);
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117 | const float projectedEyeSpaceDepth = invLen * length(translatedPos);
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118 | //const float projectedEyeSpaceDepth = length(translatedPos);
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119 |
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120 | const float depthDif = abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
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121 |
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122 | #else
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123 |
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124 | // calculate eye space position of sample in old frame
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125 | const float oldDepth = oldPixel.w;
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126 | // the depth projected into the old frame
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127 | const float projectedDepth = projPos.z;
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128 | // calculate depth difference
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129 | const float depthDif = abs(projectedDepth - oldDepth);
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130 |
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131 | #endif
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132 |
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133 | const float squaredLen = SqrLen(diffVec);
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134 |
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135 | const float oldWeight = clamp(oldPixel.y, .0f, temporalCoherence);
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136 | //const float oldWeight = oldPixel.y;
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137 |
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138 | float newWeight;
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139 |
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140 | if ((temporalCoherence > 1e-6f)
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141 | && (oldTexCoords.x >= 0.0f) && (oldTexCoords.x < 1.0f)
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142 | && (oldTexCoords.y >= 0.0f) && (oldTexCoords.y < 1.0f)
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143 | && (depthDif <= MIN_DEPTH_DIFF)
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144 | // if visibility changed in the surrounding area we have to recompute
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145 | //&& (oldNumSamples > 0.8f * newNumSamples)
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146 | //&& (pixelValid < 1.0f)
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147 | )
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148 | {
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149 | // increase the weight for convergence
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150 | newWeight = oldWeight + 1.0f;
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151 |
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152 | if ((pixelValid > 1.0f) && (squaredLen < DYNAMIC_OBJECTS_THRESHOLD))
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153 | {
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154 | newWeight = 4.0f;
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155 | //newWeight = 1.0f;
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156 | }
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157 | }
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158 | else
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159 | {
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160 | newWeight = 1.0f;
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161 | }
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162 |
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163 | return float2(oldPixel.x, newWeight);
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164 | }
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165 |
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166 |
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167 | /** The ssao shader returning the an intensity value between 0 and 1
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168 | This version of the ssao shader uses the dotproduct between pixel and
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169 | sample normal as weight.
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170 | */
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171 | float2 ssao2(fragment IN,
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172 | sampler2D colors,
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173 | sampler2D noiseTex,
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174 | float2 samples[NUM_SAMPLES],
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175 | float3 normal,
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176 | float3 centerPosition,
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177 | float scaleFactor,
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178 | float3 bl,
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179 | float3 br,
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180 | float3 tl,
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181 | float3 tr,
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182 | float3 viewDir,
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183 | sampler2D normalTex
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184 | )
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185 | {
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186 | // Check in a circular area around the current position.
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187 | // Shoot vectors to the positions there, and check the angle to these positions.
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188 | // Summing up these angles gives an estimation of the occlusion at the current position.
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189 |
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190 | float total_ao = .0f;
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191 | float numSamples = .0f;
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192 |
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193 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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194 | {
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195 | const float2 offset = samples[i];
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196 |
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197 | #if 1
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198 | ////////////////////
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199 | //-- add random noise: reflect around random normal vector (rather slow!)
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200 |
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201 | const float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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202 | const float2 offsetTransformed = myreflect(offset, mynoise);
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203 | #else
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204 | const float2 offsetTransformed = offset;
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205 | #endif
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206 | // weight with projected coordinate to reach similar kernel size for near and far
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207 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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208 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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209 |
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210 | //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
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211 | float4 sampleColor = tex2Dlod(colors, float4(texcoord, 0, 0));
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212 |
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213 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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214 | // the normal of the current sample
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215 | //const float3 sampleNormal = normalize(tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz);
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216 | const float3 sampleNormal = tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz;
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217 |
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218 |
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219 | ////////////////
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220 | //-- compute contribution of sample using the direction and angle
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221 |
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222 | float3 dirSample = samplePos - centerPosition;
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223 | const float lengthToSample = max(length(dirSample), 1e-6f);
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224 |
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225 | dirSample /= lengthToSample; // normalize
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226 |
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227 | // angle between current normal and direction to sample controls AO intensity.
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228 | float cosAngle = .5f + dot(sampleNormal, -normal) * 0.5f;
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229 | // use binary decision to cull samples that are behind current shading point
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230 | cosAngle *= step(0.0f, dot(dirSample, normal));
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231 |
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232 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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233 | // the distance to a sample approaches zero
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234 | const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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235 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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236 |
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237 | #if 1
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238 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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239 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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240 |
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241 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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242 | total_ao += cosAngle * aoContrib * viewCorrection;
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243 | #else
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244 | total_ao += cosAngle * aoContrib;
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245 | #endif
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246 | // check if the samples have been valid in the last frame
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247 | numSamples += (1.0f - step(1.0f, lengthToSample)) * sampleColor.x;
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248 | }
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249 |
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250 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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251 | }
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252 |
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253 |
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254 | /** The ssao shader returning the an intensity value between 0 and 1.
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255 | This version of the ssao shader uses the dotproduct between
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256 | pixel-to-sample direction and sample normal as weight.
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257 | */
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258 | float2 ssao(fragment IN,
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259 | sampler2D colors,
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260 | sampler2D noiseTex,
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261 | float2 samples[NUM_SAMPLES],
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262 | float3 normal,
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263 | float3 centerPosition,
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264 | float scaleFactor,
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265 | float3 bl,
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266 | float3 br,
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267 | float3 tl,
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268 | float3 tr,
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269 | float3 viewDir
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270 | )
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271 | {
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272 | // Check in a circular area around the current position.
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273 | // Shoot vectors to the positions there, and check the angle to these positions.
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274 | // Summing up these angles gives an estimation of the occlusion at the current position.
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275 |
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276 | float total_ao = .0f;
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277 | float numSamples = .0f;
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278 |
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279 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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280 | {
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281 | const float2 offset = samples[i];
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282 |
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283 | #if 1
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284 | ////////////////////
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285 | //-- add random noise: reflect around random normal vector (rather slow!)
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286 |
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287 | float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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288 | const float2 offsetTransformed = myreflect(offset, mynoise);
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289 | #else
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290 | const float2 offsetTransformed = offset;
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291 | #endif
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292 | // weight with projected coordinate to reach similar kernel size for near and far
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293 | //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
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294 | const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
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295 |
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296 | float4 sampleColor = tex2Dlod(colors, float4(texcoord, 0, 0));
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297 | const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
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298 |
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299 |
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300 | ////////////////
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301 | //-- compute contribution of sample using the direction and angle
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302 |
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303 | float3 dirSample = samplePos - centerPosition;
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304 | const float lengthToSample = max(length(dirSample), 1e-6f);
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305 |
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306 | dirSample /= lengthToSample; // normalize
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307 |
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308 | // angle between current normal and direction to sample controls AO intensity.
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309 | const float cosAngle = max(dot(dirSample, normal), .0f);
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310 |
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311 | // the distance_scale offset is used to avoid singularity that occurs at global illumination when
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312 | // the distance to a sample approaches zero
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313 | const float aoContrib = SAMPLE_INTENSITY / (DISTANCE_SCALE + lengthToSample * lengthToSample);
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314 | //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
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315 |
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316 | #if 1
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317 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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318 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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319 |
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320 | const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
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321 | total_ao += cosAngle * aoContrib * viewCorrection;
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322 | #else
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323 | total_ao += cosAngle * aoContrib;
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324 | #endif
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325 |
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326 | // check if the samples have been valid in the last frame
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327 | numSamples += (1.0f - step(1.0f, lengthToSample)) * sampleColor.x;
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328 | }
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329 |
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330 | return float2(max(0.0f, 1.0f - total_ao), numSamples);
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331 | }
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332 |
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333 |
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334 |
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335 | /** The mrt shader for screen space ambient occlusion
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336 | */
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337 | pixel main(fragment IN,
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338 | uniform sampler2D colors,
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339 | uniform sampler2D normals,
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340 | uniform sampler2D noiseTex,
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341 | uniform float2 samples[NUM_SAMPLES],
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342 | uniform sampler2D oldTex,
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343 | uniform float4x4 modelViewProj,
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344 | uniform float4x4 oldModelViewProj,
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345 | uniform float temporalCoherence,
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346 | uniform float3 bl,
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347 | uniform float3 br,
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348 | uniform float3 tl,
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349 | uniform float3 tr,
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350 | uniform float3 oldEyePos,
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351 | uniform float3 oldbl,
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352 | uniform float3 oldbr,
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353 | uniform float3 oldtl,
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354 | uniform float3 oldtr,
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355 | uniform sampler2D attribsTex
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356 | )
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357 | {
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358 | pixel OUT;
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359 |
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360 | //const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
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361 | const float3 normal = tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz;
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362 |
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363 | // reconstruct position from the eye space depth
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364 | const float3 viewDir = IN.view;
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365 | const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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366 | const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
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367 |
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368 | float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
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369 |
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370 |
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371 | ////////////////
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372 | //-- calculcate the current projected posiion (also used for next frame)
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373 |
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374 | float4 projPos = mul(modelViewProj, eyeSpacePos);
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375 | const float invw = 1.0f / projPos.w;
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376 | projPos *= invw;
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377 | float scaleFactor = SAMPLE_RADIUS * invw;
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378 |
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379 |
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380 | float2 ao;
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381 |
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382 | // note: this should be done with the stencil buffer
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383 | if (eyeSpaceDepth < 1e10f)
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384 | {
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385 | ao = ssao(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir));
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386 | //ao = ssao2(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), normals);
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387 | }
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388 | else
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389 | {
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390 | ao = float2(1.0f, 0);
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391 | }
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392 |
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393 |
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394 | /////////////////
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395 | //-- compute temporal reprojection
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396 |
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397 | float2 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
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398 | oldTex, oldModelViewProj, temporalCoherence,
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399 | colors,
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400 | projPos.xyz,
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401 | invw,
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402 | oldbl, oldbr, oldtl, oldtr,
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403 | diffVec,
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404 | ao.y
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405 | );
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406 |
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407 | const float oldSsao = temporalVals.x;
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408 | const float newWeight = temporalVals.y;
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409 |
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410 |
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411 | OUT.illum_col.x = (ao.x + oldSsao * (newWeight - 1.0f)) / newWeight;
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412 | OUT.illum_col.y = newWeight;
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413 | OUT.illum_col.z = SqrLen(diffVec);//invw;
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414 | OUT.illum_col.w = eyeSpaceDepth;
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415 |
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416 | return OUT;
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417 | }
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