summaryrefslogtreecommitdiff
path: root/src/rend2/glsl/ssao_fp.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'src/rend2/glsl/ssao_fp.glsl')
-rw-r--r--src/rend2/glsl/ssao_fp.glsl86
1 files changed, 0 insertions, 86 deletions
diff --git a/src/rend2/glsl/ssao_fp.glsl b/src/rend2/glsl/ssao_fp.glsl
deleted file mode 100644
index 6263284c..00000000
--- a/src/rend2/glsl/ssao_fp.glsl
+++ /dev/null
@@ -1,86 +0,0 @@
-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);
-}