From 23ba597a1c61017507a630ec42364bec2acd94b1 Mon Sep 17 00:00:00 2001 From: vlj Date: Mon, 12 May 2014 18:39:33 +0200 Subject: [PATCH] SSAO: Use int rounding --- data/shaders/ssao.frag | 164 +++++++++++++++++++++-------------------- 1 file changed, 84 insertions(+), 80 deletions(-) diff --git a/data/shaders/ssao.frag b/data/shaders/ssao.frag index 78de29b94..c093802bb 100644 --- a/data/shaders/ssao.frag +++ b/data/shaders/ssao.frag @@ -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.); +} \ No newline at end of file