diff options
Diffstat (limited to 'src/Runtime/res/effectlib/screenSpaceAO.glsllib')
-rw-r--r-- | src/Runtime/res/effectlib/screenSpaceAO.glsllib | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/src/Runtime/res/effectlib/screenSpaceAO.glsllib b/src/Runtime/res/effectlib/screenSpaceAO.glsllib index bb6cbbe6..54204a1f 100644 --- a/src/Runtime/res/effectlib/screenSpaceAO.glsllib +++ b/src/Runtime/res/effectlib/screenSpaceAO.glsllib @@ -39,7 +39,7 @@ 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; } @@ -52,7 +52,7 @@ vec3 getViewSpacePos( sampler2D depthSampler, vec2 camProps, vec2 UV, vec4 UvToE { float sampleDepth = getDepthValue( texture(depthSampler, UV), camProps ); sampleDepth = depthValueToLinearDistance( sampleDepth, camProps ); - + vec2 scaledUV = (UV * UvToEye.xy) + UvToEye.zw; return vec3(scaledUV * sampleDepth, sampleDepth); } @@ -62,7 +62,7 @@ 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) ); } @@ -71,23 +71,23 @@ 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); @@ -99,52 +99,52 @@ float SSambientOcclusion(sampler2D depthSampler, vec3 viewNorm, vec4 aoParams, v 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; + 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; + + return ret; } #endif |