diff options
author | James Canete <use.less01@gmail.com> | 2012-12-04 01:56:52 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-12 21:24:53 +0000 |
commit | 8cb69adad0915fc5de6dc87db1ae28aba44d350e (patch) | |
tree | 7db5db21b83edf73c901c4e6eae884037407adde /src/rend2/glsl/ssao_fp.glsl | |
parent | 815a7ae53be78f1f7108dbf086b2928d3017bbe4 (diff) |
#5808 - Include and use .glsl in source (rend2)
Diffstat (limited to 'src/rend2/glsl/ssao_fp.glsl')
-rw-r--r-- | src/rend2/glsl/ssao_fp.glsl | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/src/rend2/glsl/ssao_fp.glsl b/src/rend2/glsl/ssao_fp.glsl new file mode 100644 index 00000000..6263284c --- /dev/null +++ b/src/rend2/glsl/ssao_fp.glsl @@ -0,0 +1,86 @@ +uniform sampler2D u_ScreenDepthMap; + +uniform vec4 u_ViewInfo; // zfar / znear, zfar + +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) +); + +// 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) +{ + float result = 0; + + float sampleZ = zFar * getLinearDepth(depthMap, tex, zFarDivZNear); + + vec2 expectedSlope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y)); + + if (length(expectedSlope) > 5000.0) + return 1.0; + + vec2 offsetScale = vec2(3.0 / sampleZ); + + mat2 rmat = randomRotation(tex); + + int i; + for (i = 0; i < 3; i++) + { + vec2 offset = rmat * poissonDisc[i] * offsetScale; + float sampleZ2 = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear); + + if (abs(sampleZ - sampleZ2) > 20.0) + result += 1.0; + else + { + float expectedZ = sampleZ + dot(expectedSlope, offset); + result += step(expectedZ - 1.0, sampleZ2); + } + } + + result *= 0.33333; + + return result; +} + +void main() +{ + float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y); + + gl_FragColor = vec4(vec3(result), 1.0); +} |