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authorSmileTheory <SmileTheory@gmail.com>2016-03-08 18:30:51 -0800
committerTim Angus <tim@ngus.net>2016-04-07 11:54:14 +0100
commitc1ec25db8442cacf87df39d1e8e54b819b83a047 (patch)
tree2cf21e9807ba7bb7e384c787023bc34f2edc6e8e /src/renderergl2/glsl
parent7c858dafb7941be2ea6522a2a267252abf2d4fe7 (diff)
OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.
Diffstat (limited to 'src/renderergl2/glsl')
-rw-r--r--src/renderergl2/glsl/depthblur_fp.glsl46
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl4
-rw-r--r--src/renderergl2/glsl/ssao_fp.glsl54
3 files changed, 52 insertions, 52 deletions
diff --git a/src/renderergl2/glsl/depthblur_fp.glsl b/src/renderergl2/glsl/depthblur_fp.glsl
index 15f7be27..60a261c5 100644
--- a/src/renderergl2/glsl/depthblur_fp.glsl
+++ b/src/renderergl2/glsl/depthblur_fp.glsl
@@ -11,22 +11,23 @@ float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
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 sampleZDivW = texture2D(depthMap, tex).r;
+ return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
-vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar)
+vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
{
- vec2 scale = u_ViewInfo.zw;
+ float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
+ //scale /= zFarDivZNear * depthCenter;
+ //int blurSteps = int(float(BLUR_SIZE) / (zFarDivZNear * depthCenter));
#if defined(USE_HORIZONTAL_BLUR)
- vec2 direction = vec2(1.0, 0.0) * scale;
+ vec2 direction = vec2(scale.x, 0.0);
#else // if defined(USE_VERTICAL_BLUR)
- vec2 direction = vec2(0.0, 1.0) * scale;
+ vec2 direction = vec2(0.0, scale.y);
#endif
-
- float depthCenter = zFar * getLinearDepth(depthMap, tex, zFarDivZNear);
- vec2 centerSlope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
+
+ vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
#if defined(USE_GAUSS)
vec4 result = texture2D(imageMap, tex) * gauss[0];
@@ -36,33 +37,32 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
float total = 1.0;
#endif
+ float zLimit = 5.0 / zFar;
int i, j;
for (i = 0; i < 2; i++)
{
for (j = 1; j < BLUR_SIZE; j++)
{
vec2 offset = direction * j;
- float depthSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear);
- float depthExpected = depthCenter + dot(centerSlope, offset);
- if(abs(depthSample - depthExpected) < 5.0)
- {
+ float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
+ float depthExpected = depthCenter + dot(slope, offset);
+ float useSample = float(abs(depthSample - depthExpected) < zLimit);
#if defined(USE_GAUSS)
- result += texture2D(imageMap, tex + offset) * gauss[j];
- total += gauss[j];
+ result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample);
+ total += gauss[j] * useSample;
#else
- result += texture2D(imageMap, tex + offset);
- total += 1.0;
+ result += texture2D(imageMap, tex + offset) * useSample;
+ total += useSample;
#endif
- }
}
-
+
direction = -direction;
- }
-
+ }
+
return result / total;
}
void main()
-{
- gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y);
+{
+ gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
}
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index 8edbebda..f16298a3 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -292,7 +292,7 @@ void main()
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
// surfaces not facing the light are always shadowed
- shadowValue *= clamp(dot(var_Normal.xyz, var_PrimaryLightDir.xyz), 0.0, 1.0);
+ shadowValue *= clamp(dot(N, var_PrimaryLightDir.xyz), 0.0, 1.0);
#if defined(SHADOWMAP_MODULATE)
lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
@@ -330,7 +330,7 @@ void main()
#if defined(USE_PBR)
// diffuse rgb is base color
- // specular red is smoothness
+ // specular red is gloss
// specular green is metallicness
float gloss = specular.r;
specular.rgb = specular.g * diffuse.rgb + vec3(0.04 - 0.04 * specular.g);
diff --git a/src/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl
index 6263284c..84f18cb7 100644
--- a/src/renderergl2/glsl/ssao_fp.glsl
+++ b/src/renderergl2/glsl/ssao_fp.glsl
@@ -1,6 +1,6 @@
uniform sampler2D u_ScreenDepthMap;
-uniform vec4 u_ViewInfo; // zfar / znear, zfar
+uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
varying vec2 var_ScreenTex;
@@ -11,6 +11,7 @@ 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.
@@ -39,48 +40,47 @@ mat2 randomRotation( const vec2 p )
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 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 ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale)
{
float result = 0;
- float sampleZ = zFar * getLinearDepth(depthMap, tex, zFarDivZNear);
+ float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear);
+ float scaleZ = zFarDivZNear * sampleZ;
- vec2 expectedSlope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y));
-
- if (length(expectedSlope) > 5000.0)
+ 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(3.0 / sampleZ);
-
+
+ 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 < 3; i++)
+ for (i = 0; i < NUM_SAMPLES; 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);
- }
+ 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 *= 0.33333;
-
+
+ result *= 1.0 / float(NUM_SAMPLES);
+
return result;
}
void main()
{
- float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y);
-
+ float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
+
gl_FragColor = vec4(vec3(result), 1.0);
}