SSAO: Use a proper rand() function to generate fragment local coordinate system.
This new level of randomness get rid of most banding effect, SSAO now looks quite good. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15072 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -13,6 +13,12 @@ const float radius = .4f;
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const float invSamples = strengh / SAMPLES;
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// Found here : http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main(void)
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{
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vec4 cur = texture2D(normals_and_depth, uv);
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@ -24,8 +30,13 @@ void main(void)
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vec3 norm = normalize(cur.xyz * vec3(2.0) - vec3(1.0));
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// Workaround for nvidia and skyboxes
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float len = dot(vec3(1.0), abs(cur.xyz));
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if (len < 0.2 || curdepth > 0.999) discard;
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vec3 tangent = normalize(cross(norm, norm.yzx));
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if (len < 0.2 || curdepth > 0.99) discard;
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// Make a tangent as random as possible
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vec3 randvect;
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randvect.x = rand(uv);
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randvect.y = rand(vec2(randvect.x, FragPos.z));
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randvect.z = rand(randvect.xy);
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vec3 tangent = normalize(cross(norm, randvect));
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vec3 bitangent = cross(norm, tangent);
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float bl = 0.0;
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@ -45,7 +56,7 @@ void main(void)
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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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bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) / smoothstep(0., 1., curdepth) : 0.;
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bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) : 0.;
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}
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// output the result
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