#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 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); }