|
|
|
|
@@ -1,3 +1,6 @@
|
|
|
|
|
// 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;
|
|
|
|
|
@@ -22,57 +25,56 @@ layout (std140) uniform MatrixesData
|
|
|
|
|
in vec2 uv;
|
|
|
|
|
out float AO;
|
|
|
|
|
|
|
|
|
|
const float strengh = 5.;
|
|
|
|
|
const float radius = 1.f;
|
|
|
|
|
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 = strengh / SAMPLES;
|
|
|
|
|
|
|
|
|
|
vec3 rand(vec2 co)
|
|
|
|
|
{
|
|
|
|
|
float noiseX = clamp(fract(sin(dot(co ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
|
|
|
|
|
float noiseY = clamp(fract(sin(dot(co ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
|
|
|
|
|
return vec3(noiseX, noiseY, length(texture(noise_texture, co * pow(3.14159265359, 2.)).xyz));
|
|
|
|
|
}
|
|
|
|
|
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 cur = texture(ntex, uv);
|
|
|
|
|
float curdepth = texture(dtex, uv).x;
|
|
|
|
|
vec4 FragPos = getPosFromUVDepth(vec3(uv, curdepth), InverseProjectionMatrix);
|
|
|
|
|
|
|
|
|
|
// get the normal of current fragment
|
|
|
|
|
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
|
|
|
|
|
// Workaround for nvidia and skyboxes
|
|
|
|
|
float len = dot(vec3(1.0), abs(cur.xyz));
|
|
|
|
|
if (len < 0.2 || curdepth > 0.9955) discard;
|
|
|
|
|
// Make a tangent as random as possible
|
|
|
|
|
vec3 randvect = rand(uv);
|
|
|
|
|
vec3 tangent = normalize(cross(norm, randvect));
|
|
|
|
|
vec3 bitangent = cross(norm, tangent);
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
|
|
float bl = 0.0;
|
|
|
|
|
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) {
|
|
|
|
|
vec3 sampleDir = samplePoints[i].x * tangent + samplePoints[i].y * bitangent + samplePoints[i].z * norm;
|
|
|
|
|
sampleDir *= samplePoints[i].w;
|
|
|
|
|
vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
|
|
|
|
|
vec4 sampleProj = ProjectionMatrix * samplePos;
|
|
|
|
|
sampleProj /= sampleProj.w;
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
bool isInsideTexture = (sampleProj.x > -1.) && (sampleProj.x < 1.) && (sampleProj.y > -1.) && (sampleProj.y < 1.);
|
|
|
|
|
// get the depth of the occluder fragment
|
|
|
|
|
float occluderFragmentDepth = texture(dtex, (sampleProj.xy * 0.5) + 0.5).x;
|
|
|
|
|
// Position of the occluder fragment in worldSpace
|
|
|
|
|
vec4 occluderPos = getPosFromUVDepth(vec3((sampleProj.xy * 0.5) + 0.5, occluderFragmentDepth), InverseProjectionMatrix);
|
|
|
|
|
if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue;
|
|
|
|
|
|
|
|
|
|
bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius);
|
|
|
|
|
bl += isOccluded ? samplePoints[i].z * smoothstep(5 * radius, 0, distance(samplePos, FragPos)) : 0.;
|
|
|
|
|
}
|
|
|
|
|
float m = round(log2(h)) + 6.;
|
|
|
|
|
|
|
|
|
|
AO = max(1.0 - bl * invSamples, 0.);
|
|
|
|
|
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.);
|
|
|
|
|
}
|
|
|
|
|
|