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+<?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>