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Diffstat (limited to 'res/effectlib/screenSpaceAO.glsllib')
-rw-r--r-- | res/effectlib/screenSpaceAO.glsllib | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/res/effectlib/screenSpaceAO.glsllib b/res/effectlib/screenSpaceAO.glsllib new file mode 100644 index 0000000..54204a1 --- /dev/null +++ b/res/effectlib/screenSpaceAO.glsllib @@ -0,0 +1,150 @@ +/**************************************************************************** +** +** Copyright (C) 2014 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) any later version +** approved by the KDE Free Qt Foundation. The licenses are as published by +** the Free Software Foundation and appearing in the file LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef SCREEN_SPACE_AO_GLSLLIB +#define SCREEN_SPACE_AO_GLSLLIB 1 + +#include "depthpass.glsllib" + + +float hashRot(vec2 pos) +{ + // Basically an odd-even hash. + float px = 2.0 * fract(floor(pos.x) * 0.5); + float py = fract(floor(pos.y) * 0.5); + + return px + py; +} + +vec3 quatRotate( vec4 q, vec3 v ) +{ + return v + 2.0 * cross( cross( v, q.xyz ) + q.w * v, q.xyz ); +} + +vec3 getViewSpacePos( sampler2D depthSampler, vec2 camProps, vec2 UV, vec4 UvToEye ) +{ + float sampleDepth = getDepthValue( texture(depthSampler, UV), camProps ); + sampleDepth = depthValueToLinearDistance( sampleDepth, camProps ); + + vec2 scaledUV = (UV * UvToEye.xy) + UvToEye.zw; + return vec3(scaledUV * sampleDepth, sampleDepth); +} + +vec2 computeDir( vec2 baseDir, int v ) +{ + float ang = 3.1415926535 * hashRot( gl_FragCoord.xy ) + float(v - 1); + vec2 vX = vec2(cos(ang), sin(ang)); + vec2 vY = vec2(-sin(ang), cos(ang)); + + return vec2( dot(baseDir, vX), dot(baseDir, vY) ); +} + +vec2 offsetDir( vec2 baseDir, int v ) +{ + float ang = float(v - 1); + vec2 vX = vec2(cos(ang), sin(ang)); + vec2 vY = vec2(-sin(ang), cos(ang)); + + return vec2( dot(baseDir, vX), dot(baseDir, vY) ); +} + +float SSambientOcclusion(sampler2D depthSampler, vec3 viewNorm, vec4 aoParams, vec4 aoParams2, vec2 camProps, vec4 aoScreen, vec4 UvToEye) +{ + float ret = 0.0; + + vec2 centerUV = gl_FragCoord.xy * aoScreen.zw; + vec3 viewPos = getViewSpacePos( depthSampler, camProps, centerUV, UvToEye ); + viewPos += viewNorm * aoParams.w; + + float screenRadius = aoParams.y * aoScreen.y / viewPos.z; + if (screenRadius < 1.0) { return 1.0; } + + vec3 kernel[9]; + + // The X and Y are the 2d direction, while the Z is the height of the sphere at that point. + // In essence, it normalizes the 3d vector, but we're really interested in the 2D offset. + kernel[0] = vec3(-0.1376476, 0.2842022, 0.948832); + kernel[1] = vec3(-0.626618, 0.4594115, 0.629516); + kernel[2] = vec3(-0.8903138, -0.05865424, 0.451554); + kernel[3] = vec3(0.2871419, 0.8511679, 0.439389); + kernel[4] = vec3(-0.1525251, -0.3870117, 0.909372); + kernel[5] = vec3(0.6978705, -0.2176773, 0.682344); + kernel[6] = vec3(0.7343006, 0.3774331, 0.5642); + kernel[7] = vec3(0.1408805, -0.88915, 0.4353); + kernel[8] = vec3(-0.6642616, -0.543601, 0.5130); + + int radLevels = int(floor(aoParams2.x)); + float radStep = 1.0 / aoParams2.x; + + for (int j = 1; j <= radLevels; ++j) + { + for (int i = 0; i < 9; ++i) + { + float curRange = aoParams.y * radStep * float(j); + float curRadius = curRange * kernel[i].z; + + vec3 smpDir; + smpDir.xy = computeDir(kernel[i].xy, j) * aoParams2.y + (1.0 - aoParams2.y) * offsetDir(kernel[i].xy, j); + smpDir.z = kernel[i].z; + smpDir *= curRange; + + vec2 smpUV = centerUV.xy + smpDir.xy * aoScreen.zw; + + // First method is based on Horizon-Based AO + vec3 samplePos = getViewSpacePos( depthSampler, camProps, smpUV, UvToEye ); + vec3 smpVec = samplePos - viewPos; + + float lenRad = dot(smpVec, smpVec); + smpVec = normalize(smpVec); + float lenDot = dot(smpVec, viewNorm); + + lenRad /= aoParams.y*aoParams.y; + float falloff = smoothstep(8.0, 0.0, (lenRad - 1.0) * 0.125); + float occl = 1.0 - clamp(lenDot * falloff, 0.0, 1.0); + + ret += occl * occl; + } + } + + ret = (ret) / (9.0 * float(radLevels)); + + // Blend between soft and hard based on softness param + // NOTE : the 0.72974 is actually an gamma-inverted 0.5 (assuming gamma 2.2) + // Would not need this if we linearized color instead. + float hardCut = (1.0 - aoParams.z) * 0.72974; + ret = smoothstep(0.0, 1.0, (ret - hardCut) / (1.0 - hardCut)); + + // Blend between full and no occlusion based on strength param + ret = aoParams.x * ret + (1.0 - aoParams.x); + + return ret; +} + +#endif |