Initial commit: Final state of the master project

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2017-09-16 09:41:37 +02:00
commit 696180d43b
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#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);
}