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-rw-r--r--Studio/Content/Effect Library/Screen Space AO.effect90
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diff --git a/Studio/Content/Effect Library/Screen Space AO.effect b/Studio/Content/Effect Library/Screen Space AO.effect
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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>