SSAO: Use int rounding

This commit is contained in:
vlj 2014-05-12 18:39:33 +02:00
parent 229b72f84a
commit 23ba597a1c

View File

@ -1,80 +1,84 @@
// From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/
// and improvements here http://graphics.cs.williams.edu/papers/SAOHPG12/
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D noise_texture;
uniform vec4 samplePoints[16];
#ifdef UBO_DISABLED
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
#else
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
#endif
in vec2 uv;
out float AO;
const float sigma = 1.;
const float tau = 7.;
const float beta = 0.0001;
const float epsilon = .00001;
const float radius = 2.;
const float k = 1.5;
#define SAMPLES 16
const float invSamples = 1. / SAMPLES;
vec3 DecodeNormal(vec2 n);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main(void)
{
vec4 cur = texture(ntex, uv);
float curdepth = texture(dtex, uv).x;
vec4 FragPos = getPosFromUVDepth(vec3(uv, curdepth), InverseProjectionMatrix);
// get the normal of current fragment
vec3 ddx = dFdx(FragPos.xyz);
vec3 ddy = dFdy(FragPos.xyz);
vec3 norm = normalize(cross(ddy, ddx));
// Workaround for nvidia and skyboxes
float len = dot(vec3(1.0), abs(cur.xyz));
if (len < 0.2) discard;
int x = int(1024. * uv.x), y = int(1024. * uv.y);
float r = radius / FragPos.z;
float phi = 30. * (x ^ y) + 10. * x * y;
float bl = 0.0;
for(int i = 0; i < SAMPLES; ++i) {
float alpha = (i + .5) * invSamples;
float theta = 2. * 3.14 * tau * alpha + phi;
float h = r * alpha;
vec2 occluder_uv = h * vec2(cos(theta), sin(theta));
occluder_uv += uv;
if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue;
float m = round(log2(h)) + 7.;
float occluderFragmentDepth = textureLod(dtex, occluder_uv, m).x;
vec4 OccluderPos = getPosFromUVDepth(vec3(occluder_uv, occluderFragmentDepth), InverseProjectionMatrix);
vec3 vi = (OccluderPos - FragPos).xyz;
bl += max(0, dot(vi, norm) - FragPos.z * beta) / (dot(vi, vi) + epsilon);
}
AO = max(pow(1.0 - 2. * sigma * bl * invSamples, k), 0.);
}
// From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/
// and improvements here http://graphics.cs.williams.edu/papers/SAOHPG12/
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D noise_texture;
uniform vec4 samplePoints[16];
uniform vec2 screen = vec2(1680, 1050);
#ifdef UBO_DISABLED
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
#else
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
#endif
in vec2 uv;
out float AO;
const float sigma = 1.;
const float tau = 2.;
const float beta = 0.0001;
const float epsilon = .00001;
const float radius = 1.;
const float k = 1.;
#define SAMPLES 16
const float invSamples = 1. / SAMPLES;
vec3 DecodeNormal(vec2 n);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main(void)
{
vec4 cur = texture(ntex, uv);
float curdepth = texture(dtex, uv).x;
vec4 FragPos = getPosFromUVDepth(vec3(uv, curdepth), InverseProjectionMatrix);
// get the normal of current fragment
vec3 ddx = dFdx(FragPos.xyz);
vec3 ddy = dFdy(FragPos.xyz);
vec3 norm = normalize(cross(ddy, ddx));
// Workaround for nvidia and skyboxes
float len = dot(vec3(1.0), abs(cur.xyz));
if (len < 0.2) discard;
int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
float r = radius / FragPos.z;
float phi = 30. * (x ^ y) + 10. * x * y;
float bl = 0.0;
for(int i = 0; i < SAMPLES; ++i) {
float alpha = (i + .5) * invSamples;
float theta = 2. * 3.14 * tau * alpha + phi;
float h = r * alpha;
vec2 occluder_uv = h * vec2(cos(theta), sin(theta)) * screen;
occluder_uv += gl_FragCoord.xy;
float m = round(log2(h)) + 7;
ivec2 ioccluder_uv = ivec2(occluder_uv);
occluder_uv = (ioccluder_uv >> int(m)) << int(m);
occluder_uv /= screen;
if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue;
float occluderFragmentDepth = textureLod(dtex, occluder_uv, m).x;
vec4 OccluderPos = getPosFromUVDepth(vec3(occluder_uv, occluderFragmentDepth), InverseProjectionMatrix);
vec3 vi = (OccluderPos - FragPos).xyz;
bl += max(0, dot(vi, norm) - FragPos.z * beta) / (dot(vi, vi) + epsilon);
}
AO = max(pow(1.0 - 2. * sigma * bl * invSamples, k), 0.);
}