From e5410e23a2c92cacbd7060f7371f4c6f3acd18f8 Mon Sep 17 00:00:00 2001 From: Vincent Lejeune Date: Sun, 11 May 2014 18:00:30 +0200 Subject: [PATCH] Use Alchemy SSAO --- data/shaders/ssao.frag | 79 ++++++++++++++++++++++-------------------- 1 file changed, 42 insertions(+), 37 deletions(-) diff --git a/data/shaders/ssao.frag b/data/shaders/ssao.frag index 110b0b51d..6179cb46c 100644 --- a/data/shaders/ssao.frag +++ b/data/shaders/ssao.frag @@ -1,3 +1,5 @@ +// From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/ + uniform sampler2D ntex; uniform sampler2D dtex; uniform sampler2D noise_texture; @@ -22,57 +24,60 @@ 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 beta = 0.0001; +const float epsilon = .00001; +const float radius = .1; +const float k = 1.; #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); +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)); +} + 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); + if (FragPos.z < 0.) discard; - // 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 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; - float bl = 0.0; + float randAngle = rand(uv).x; + vec2 Xaxis = vec2(cos(randAngle), sin(randAngle)); + Xaxis = normalize(Xaxis); + vec2 Yaxis = vec2(sin(randAngle), -cos(randAngle)); + Yaxis = normalize(Yaxis); - 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; + float bl = 0.0; - 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); + for(int i = 0; i < SAMPLES; ++i) { + vec2 occluder_uv = samplePoints[i].x * Xaxis + samplePoints[i].y * Yaxis; + occluder_uv *= samplePoints[i].w * radius; + occluder_uv += uv; - 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.; - } + if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue; - AO = max(1.0 - bl * invSamples, 0.); + float occluderFragmentDepth = texture(dtex, occluder_uv).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.); }