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