Initial commit: Final state of the master project
This commit is contained in:
165
Research/shaders/SSAO2.frag
Normal file
165
Research/shaders/SSAO2.frag
Normal file
@@ -0,0 +1,165 @@
|
||||
#version 430 core
|
||||
/*
|
||||
SSAO GLSL shader v1.2
|
||||
assembled by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
|
||||
original technique is made by Arkano22 (www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
|
||||
|
||||
changelog:
|
||||
1.2 - added fog calculation to mask AO. Minor fixes.
|
||||
1.1 - added spiral sampling method from here:
|
||||
(http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere)
|
||||
*/
|
||||
in vec2 UV;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D depthTexture;
|
||||
uniform sampler2D renderTexture;
|
||||
layout(location = $width$) uniform int renderTextureWidth;
|
||||
layout(location = $height$) uniform int renderTextureHeight;
|
||||
|
||||
#define PI 3.14159265
|
||||
|
||||
float width = renderTextureWidth; //texture width
|
||||
float height = renderTextureHeight; //texture height
|
||||
|
||||
//------------------------------------------
|
||||
//general stuff
|
||||
|
||||
//make sure that these two values are the same for your camera, otherwise distances will be wrong.
|
||||
|
||||
float znear = 100.0; //Z-near
|
||||
float zfar = 1024.0; //Z-far
|
||||
|
||||
//user variables
|
||||
int samples = 32; //ao sample count
|
||||
|
||||
float radius = 2.0; //ao radius
|
||||
float aoclamp = 0.001; //depth clamp - reduces haloing at screen edges
|
||||
bool noise = true; //use noise instead of pattern for sample dithering
|
||||
float noiseamount = 0.0002; //dithering amount
|
||||
|
||||
float diffarea = 0.05; //self-shadowing reduction
|
||||
float gdisplace = 0.05; //gauss bell center
|
||||
|
||||
bool onlyAO = false; //use only ambient occlusion pass?
|
||||
float lumInfluence = 0.2; //how much luminance affects occlusion
|
||||
|
||||
//--------------------------------------------------------
|
||||
|
||||
vec2 rand(vec2 coord) //generating noise/pattern texture for dithering
|
||||
{
|
||||
float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
|
||||
float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
|
||||
|
||||
if (noise)
|
||||
{
|
||||
noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
|
||||
noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
|
||||
}
|
||||
return vec2(noiseX,noiseY)*noiseamount;
|
||||
}
|
||||
|
||||
float readDepth(in vec2 coord)
|
||||
{
|
||||
if (UV.x < 0.0 || UV.y < 0.0) return 1.0;
|
||||
return (2.0 * znear) / (zfar + znear - texture2D(depthTexture, coord).x * (zfar-znear));
|
||||
}
|
||||
|
||||
float compareDepths(in float depth1, in float depth2,inout int far)
|
||||
{
|
||||
float garea = 2.0; //gauss bell width
|
||||
float diff = (depth1 - depth2)*100.0; //depth difference (0-100)
|
||||
//reduce left bell width to avoid self-shadowing
|
||||
if (diff<gdisplace)
|
||||
{
|
||||
garea = diffarea;
|
||||
}else{
|
||||
far = 1;
|
||||
}
|
||||
|
||||
float gauss = pow(2.7182,-2.0*(diff-gdisplace)*(diff-gdisplace)/(garea*garea));
|
||||
return gauss;
|
||||
}
|
||||
|
||||
float calAO(float depth,float dw, float dh)
|
||||
{
|
||||
float dd = (1.0-depth)*radius;
|
||||
|
||||
float temp = 0.0;
|
||||
float temp2 = 0.0;
|
||||
float coordw = UV.x + dw*dd;
|
||||
float coordh = UV.y + dh*dd;
|
||||
float coordw2 = UV.x - dw*dd;
|
||||
float coordh2 = UV.y - dh*dd;
|
||||
|
||||
vec2 coord = vec2(coordw , coordh);
|
||||
vec2 coord2 = vec2(coordw2, coordh2);
|
||||
|
||||
int far = 0;
|
||||
temp = compareDepths(depth, readDepth(coord),far);
|
||||
//DEPTH EXTRAPOLATION:
|
||||
if (far > 0)
|
||||
{
|
||||
temp2 = compareDepths(readDepth(coord2),depth,far);
|
||||
temp += (1.0-temp)*temp2;
|
||||
}
|
||||
|
||||
return temp;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec2 noise = rand(UV);
|
||||
float depth = readDepth(UV);
|
||||
//color = vec4(vec3(texture(depthTexture, UV).x), 1);
|
||||
//color = vec4(vec3(depth) * 10.0, 1);
|
||||
//return;
|
||||
|
||||
float w = (1.0 / width)/clamp(depth,aoclamp,1.0)+(noise.x*(1.0-noise.x));
|
||||
float h = (1.0 / height)/clamp(depth,aoclamp,1.0)+(noise.y*(1.0-noise.y));
|
||||
|
||||
float pw;
|
||||
float ph;
|
||||
|
||||
float ao = 0;
|
||||
|
||||
float dl = PI*(3.0-sqrt(5.0));
|
||||
float dz = 1.0/float(samples);
|
||||
float l = 0.0;
|
||||
float z = 1.0 - dz/2.0;
|
||||
|
||||
for (int i = 0; i <= samples; i ++)
|
||||
{
|
||||
float r = sqrt(1.0-z);
|
||||
|
||||
pw = cos(l)*r;
|
||||
ph = sin(l)*r;
|
||||
ao += calAO(depth,pw*w,ph*h);
|
||||
z = z - dz;
|
||||
l = l + dl;
|
||||
}
|
||||
|
||||
ao /= float(samples);
|
||||
ao = 1.0-ao;
|
||||
//ao = pow(ao, 2.0);
|
||||
|
||||
//color = vec4(vec3(ao), 1);
|
||||
//return;
|
||||
|
||||
vec3 renderColor = texture(renderTexture, UV).rgb;
|
||||
|
||||
vec3 lumcoeff = vec3(0.299,0.587,0.114);
|
||||
float lum = dot(renderColor, lumcoeff);
|
||||
vec3 luminance = vec3(lum, lum, lum);
|
||||
|
||||
//color = vec4(vec3(lum), 1);
|
||||
//return;
|
||||
|
||||
vec3 final = vec3(renderColor*mix(vec3(ao),vec3(1.0),luminance*lumInfluence));//mix(color*ao, white, luminance)
|
||||
|
||||
if (onlyAO)
|
||||
final = vec3(mix(vec3(ao),vec3(1.0),luminance*lumInfluence)); //ambient occlusion only
|
||||
|
||||
color = vec4(final, 1.0);
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user