diff options
Diffstat (limited to 'Studio/Content/Effect Library/Screen Space AO.effect')
-rw-r--r-- | Studio/Content/Effect Library/Screen Space AO.effect | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/Studio/Content/Effect Library/Screen Space AO.effect b/Studio/Content/Effect Library/Screen Space AO.effect new file mode 100644 index 0000000..84da723 --- /dev/null +++ b/Studio/Content/Effect Library/Screen Space AO.effect @@ -0,0 +1,90 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<Effect> + <MetaData> + <Property name="FilterSize" formalName="Filter Size" description="Range to shoot samples for conversion" default="4"/> + <Property name="DistScale" formalName="Distance Scale" description="Divisor for distances during filtering;\nlarger equals more subtle" default="8"/> + <Property name="DistBias" formalName="Distance Bias" description="Depth bias to prevent self-shadowing artifacts" default="1"/> + <Property name="DebugView" formalName="Debug SSAO effect" type="Boolean" description="Allows you to see the effect of\nthe filter directly to help setup\nparameters" default="False"/> + <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> + <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/> + </MetaData> + + <Shaders> + + <Shader name="SSAO"> + <FragmentShader> +#include "depthpass.glsllib" +uniform vec2 CameraClipRange; + +void frag( void ) +{ + float ret = 16.0; + + vec3 kernel[16]; + + // Not particularly random set of samples, I know, which means some risk + // of artifacts due to regularity. + kernel[0] = vec3(0.355512, -0.709318, -0.102371); + kernel[1] = vec3(0.534186, 0.71511, -0.115167); + kernel[2] = vec3(-0.87866, 0.157139, -0.115167); + kernel[3] = vec3(0.140679, -0.475516, -0.0639818); + kernel[4] = vec3(-0.0796121, 0.158842, -0.677075); + kernel[5] = vec3(-0.0759516, -0.101676, -0.483625); + kernel[6] = vec3(0.12493, -0.0223423, -0.483625); + kernel[7] = vec3(-0.0720074, 0.243395, -0.967251); + kernel[8] = vec3(-0.207641, 0.414286, 0.187755); + kernel[9] = vec3(-0.277332, -0.371262, 0.187755); + kernel[10] = vec3(0.63864, -0.114214, 0.262857); + kernel[11] = vec3(-0.184051, 0.622119, 0.262857); + kernel[12] = vec3(0.110007, -0.219486, 0.435574); + kernel[13] = vec3(0.235085, 0.314707, 0.696918); + kernel[14] = vec3(-0.290012, 0.0518654, 0.522688); + kernel[15] = vec3(0.0975089, -0.329594, 0.609803); + + ivec2 iCoords = ivec2( gl_FragCoord.xy + vec2(0.5, 0.5) ); + float depth = getDepthValue(texelFetch(DepthSampler, iCoords, 0), CameraClipRange); + depth = depthValueToLinearDistance( depth, CameraClipRange ); + + for( int i = 15; i >= 0; --i ) + { + // Note -- this cheap 2D trick is partially correct, but what we really need is to + // get the actual position, shoot the ray in 3d and re-project to get the actual + // 3D distance between points. + vec3 ray = kernel[i] * FilterSize; + ivec2 newSamp = ivec2( iCoords + ray.xy ); + float sampleDepth = getDepthValue( texelFetch(DepthSampler, newSamp, 0), CameraClipRange ); + sampleDepth = depthValueToLinearDistance( sampleDepth, CameraClipRange ); + + // Occlusion is applied based on a Cauchy distribution filter + float occlDist = max(sampleDepth - depth - DistBias, 0.0) / DistScale; + + // This gives us an occlusion based on distance where the closest stuff + // occludes the most, but the extra little subtraction of a yet tighter + // Cauchy lobe means that we avoid the super-close stuff in order to limit + // self occlusion. The 1.5 multiplier is to assure that the maximum possible + // effect of a given sample is 1.0 exactly. + float occlFactor = 1.0 / ( 1.0 + occlDist*occlDist*0.04 ); + occlFactor -= 1.0 / ( 1.0 + occlDist*occlDist ); + ret -= 1.5 * occlFactor; + + } + ret /= 16.0; + + vec4 backColor = texture2D_SourceSampler(TexCoord); + if (DebugView) + { + backColor = vec4( 1.0 ); + } + + gl_FragColor = vec4( ret,ret,ret, 1.0 ) * backColor; +} + </FragmentShader> + </Shader> + </Shaders> + <Passes> + <Pass shader="SSAO"> + <BufferInput value="[source]" param="SourceSampler" /> + <DepthInput param="DepthSampler" /> + </Pass> + </Passes> +</Effect> |