source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao3d.cg @ 3168

Revision 3168, 5.6 KB checked in by mattausch, 16 years ago (diff)

removed bug (second aa output), normsl normalization now during mrt output

Line 
1#include "../shaderenv.h"
2
3////////////////////
4// Screen Spaced Ambient Occlusion shader
5// based on shader of Alexander Kusternig
6
7
8struct fragment
9{
10         // normalized screen position
11        float4 pos: WPOS;
12        float2 texCoord: TEXCOORD0;
13        float3 view: TEXCOORD1;
14};
15
16
17struct pixel
18{
19        float4 illum_col: COLOR0;
20};
21
22
23float3 myreflect(float3 pt, float3 n)
24{
25        // distance to plane
26        float d = dot(n, pt);
27        // reflect around plane
28        float3 rpt = pt - d * 2.0f * n;
29
30        return rpt;
31}
32
33
34/** The ssao shader returning the an intensity value between 0 and 1
35*/
36float ssao(fragment IN,
37                   uniform sampler2D positions,
38                   uniform sampler2D noiseTexture,
39                   uniform float3 samples[NUM_SAMPLES],
40                   uniform float3 currentNormal,
41                   uniform float3 currentViewDir,
42                   uniform float4 centerPosition,
43                   const uniform float4x4 modelViewProj,
44                   const float4 realPos
45                   )
46{
47        // the w coordinate from the persp. projection
48        const float w = centerPosition.w;
49
50        // Check in a circular area around the current position.
51        // Shoot vectors to the positions there, and check the angle to these positions.
52        // Summing up these angles gives an estimation of the occlusion at the current position.
53
54        float total_ao = 0.0;
55
56        float j = 0.0f;
57
58        for (int i = 0; i < NUM_SAMPLES; ++ i)
59        {
60                const float3 offset = samples[i];
61
62                ////////////////////
63                // add random noise: r stores costheta, g stores sintheta
64
65                float3 mynoise = (float3)tex2D(noiseTexture, IN.texCoord.xy);
66                const float3 offsetTransformed = myreflect(offset, mynoise) * SAMPLE_RADIUS;
67                //const float3 offsetTransformed = offset * SAMPLE_RADIUS;
68
69                // compute position
70                const float4 offsetPos = float4(offsetTransformed + realPos.xyz, 1.0f);
71                const float4 projPos = mul(modelViewProj, offsetPos);
72                const float2 texcoord = projPos.xy / projPos.w;
73
74                if ((texcoord.x <= 1.0f) || (texcoord.x >= 0.0f) || (texcoord.y <= 1.0f) || (texcoord.y >= 0.0f))
75                {
76                        ++ j;
77                        // sample downsampled texture in order to speed up texture accesses
78                        float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 0)).xyz;
79                        //float3 sample_position = tex2D(positions, texcoord).xyz;
80
81                        float3 vector_to_sample = sample_position - centerPosition.xyz;
82                        const float length_to_sample = length(vector_to_sample);
83
84                        float3 direction_to_sample = vector_to_sample / length_to_sample;
85
86                        // angle between current normal and direction to sample controls AO intensity.
87                        const float cos_angle = max(dot(direction_to_sample, currentNormal), 0.0f);
88
89                        // distance between current position and sample position controls AO intensity.
90                        const float distance_intensity =
91                                (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
92
93                        // if surface normal perpenticular to view dir, approx. half of the samples will not count
94                        // => compensate for this (on the other hand, projected sampling area could be larger!)
95                        //const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
96                        //total_ao += cos_angle * distance_intensity * view_correction;
97
98                        total_ao += cos_angle * distance_intensity;
99                }
100        }
101
102        total_ao /= j;
103
104        return max(0.0f, 1.0f - total_ao);
105        //return saturate(dot(currentViewDir, currentNormal));
106}
107
108
109/** The mrt shader for screen space ambient occlusion
110*/
111pixel main(fragment IN,
112                   uniform sampler2D colors,
113                   uniform sampler2D positions,
114                   uniform sampler2D normals,
115                   uniform sampler2D noiseTexture,
116                   uniform float3 samples[NUM_SAMPLES],
117                   uniform sampler2D oldTex,
118                   const uniform float4x4 oldModelViewProj,
119                   const uniform float4x4 modelViewProj,
120                   uniform float maxDepth,
121                   uniform float temporalCoherence
122                   )
123{
124        pixel OUT;
125
126        const float3 normal = tex2D(normals, IN.texCoord.xy);
127        /// the current view direction
128        float3 viewDir = normalize(IN.view);
129        // the current world position
130        const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
131       
132        // the current color
133        const float4 currentCol = tex2D(colors, IN.texCoord.xy);
134        const float currentDepth = currentCol.w;
135
136        float4 realPos = centerPosition * maxDepth;
137        realPos.w = 1.0f;
138
139        const float ao = ssao(IN, positions, noiseTexture, samples, normal, viewDir, centerPosition, mymodelViewProj, realPos);
140        //const float ao = ssao(IN, positions, samples, normal, viewDir, centerPosition, mymodelViewProj, realPos);
141               
142
143        /////////////////
144        //-- compute temporally smoothing
145
146        // reproject
147        float4 oldPos = mul(oldModelViewProj, realPos);
148
149        const float newDepth = oldPos.z / oldPos.w;
150
151        float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
152        float4 oldCol = tex2D(oldTex, tex);
153
154        const float oldDepth = oldCol.w;
155        const float depthDif = 1.0f - newDepth / oldDepth;
156
157        float oldWeight = clamp(oldCol.z, 0, temporalCoherence);
158        float newWeight;
159
160        if ((temporalCoherence > 0) &&
161                (tex.x >= 0.0f) && (tex.x < 1.0f) &&
162                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
163                (abs(depthDif) < 1e-3f))
164        {
165                newWeight = oldWeight + 1;
166
167                //OUT.illum_col = (float4)ao * expFactor + oldCol.x * (1.0f - expFactor);
168                OUT.illum_col = (float4)(ao + oldCol.x * oldWeight) / newWeight;
169        }
170        else
171        {
172                OUT.illum_col = (float4)ao;
173                newWeight = 0;
174        }
175
176
177        OUT.illum_col.z = newWeight;
178        OUT.illum_col.w = currentDepth;
179
180        return OUT;
181}
182
183
184pixel combine(fragment IN,
185                          uniform sampler2D colors,
186                          uniform sampler2D ssaoTex)
187{
188        pixel OUT;
189
190        float4 col = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
191        float4 ao = tex2D(ssaoTex, IN.texCoord.xy);
192
193        //OUT.illum_col = col * ao.x;
194        OUT.illum_col = (float4)ao.x;
195
196        OUT.illum_col.w = ao.w;
197
198        return OUT;
199}
Note: See TracBrowser for help on using the repository browser.