SSAO: Some tweaks.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15059 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -15,10 +15,6 @@ const float invSamples = strengh / SAMPLES;
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void main(void)
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void main(void)
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{
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{
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// A set of Random(tm) vec2's. 8 1s, 6 0.7s, 2 0.4
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// Again not using const because of broken Intel Windows drivers
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vec4 cur = texture2D(normals_and_depth, uv);
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vec4 cur = texture2D(normals_and_depth, uv);
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float curdepth = texture2D(normals_and_depth, uv).a;
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float curdepth = texture2D(normals_and_depth, uv).a;
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vec4 FragPos = invprojm * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
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vec4 FragPos = invprojm * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
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@ -40,8 +36,6 @@ void main(void)
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vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
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vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
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vec4 sampleProj = projm * samplePos;
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vec4 sampleProj = projm * samplePos;
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sampleProj /= sampleProj.w;
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sampleProj /= sampleProj.w;
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// Projection of sampleDir over nom
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float cosTheta = samplePoints[i].z;
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bool isInsideTexture = (sampleProj.x > -1.) && (sampleProj.x < 1.) && (sampleProj.y > -1.) && (sampleProj.y < 1.);
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bool isInsideTexture = (sampleProj.x > -1.) && (sampleProj.x < 1.) && (sampleProj.y > -1.) && (sampleProj.y < 1.);
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// get the depth of the occluder fragment
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// get the depth of the occluder fragment
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@ -51,11 +45,11 @@ void main(void)
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occluderPos /= occluderPos.w;
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occluderPos /= occluderPos.w;
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bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius);
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bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius);
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bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) * cosTheta : 0.;
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bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) / smoothstep(0., 1., curdepth) : 0.;
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}
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}
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// output the result
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// output the result
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float ao = 1.0 - bl * invSamples;
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float ao = 1.0 - bl * invSamples;
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gl_FragColor = vec4(vec3(ao), curdepth + 0.05); // offset so that the alpha test doesn't kill us
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gl_FragColor = vec4(ao);
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}
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}
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