From 425decdf7e9284d15aa726e3ae96b9942fb0e3ea Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Sun, 16 Feb 2020 03:40:06 +0000 Subject: create tremded branch --- src/renderergl2/glsl/ssao_fp.glsl | 86 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 86 insertions(+) create mode 100644 src/renderergl2/glsl/ssao_fp.glsl (limited to 'src/renderergl2/glsl/ssao_fp.glsl') diff --git a/src/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl new file mode 100644 index 0000000..93f6185 --- /dev/null +++ b/src/renderergl2/glsl/ssao_fp.glsl @@ -0,0 +1,86 @@ +uniform sampler2D u_ScreenDepthMap; + +uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height + +varying vec2 var_ScreenTex; + +vec2 poissonDisc[9] = vec2[9]( +vec2(-0.7055767, 0.196515), vec2(0.3524343, -0.7791386), +vec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417), +vec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181), +vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854), +vec2(0.7320465, 0.6317794) +); +#define NUM_SAMPLES 3 + +// Input: It uses texture coords as the random number seed. +// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. +// Author: Michael Pohoreski +// Copyright: Copyleft 2012 :-) +// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader + +float random( const vec2 p ) +{ + // We need irrationals for pseudo randomness. + // Most (all?) known transcendental numbers will (generally) work. + const vec2 r = vec2( + 23.1406926327792690, // e^pi (Gelfond's constant) + 2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant) + //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) ); + return mod( 123456789., 1e-7 + 256. * dot(p,r) ); +} + +mat2 randomRotation( const vec2 p ) +{ + float r = random(p); + float sinr = sin(r); + float cosr = cos(r); + return mat2(cosr, sinr, -sinr, cosr); +} + +float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear) +{ + float sampleZDivW = texture2D(depthMap, tex).r; + return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); +} + +float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale) +{ + float result = 0; + + float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear); + float scaleZ = zFarDivZNear * sampleZ; + + vec2 slope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y)); + + if (length(slope) * zFar > 5000.0) + return 1.0; + + vec2 offsetScale = vec2(scale * 1024.0 / scaleZ); + + mat2 rmat = randomRotation(tex); + + float invZFar = 1.0 / zFar; + float zLimit = 20.0 * invZFar; + int i; + for (i = 0; i < NUM_SAMPLES; i++) + { + vec2 offset = rmat * poissonDisc[i] * offsetScale; + float sampleDiff = getLinearDepth(depthMap, tex + offset, zFarDivZNear) - sampleZ; + + bool s1 = abs(sampleDiff) > zLimit; + bool s2 = sampleDiff + invZFar > dot(slope, offset); + result += float(s1 || s2); + } + + result *= 1.0 / float(NUM_SAMPLES); + + return result; +} + +void main() +{ + float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz); + + gl_FragColor = vec4(vec3(result), 1.0); +} -- cgit