/**************************************************************************** ** ** 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