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Diffstat (limited to 'src/renderergl2/glsl/ssao_fp.glsl')
-rw-r--r--src/renderergl2/glsl/ssao_fp.glsl54
1 files changed, 27 insertions, 27 deletions
diff --git a/src/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl
index 6263284c..93f61859 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.wz);
+
gl_FragColor = vec4(vec3(result), 1.0);
}