forked from Rowland/EG
98 lines
3.3 KiB
GLSL
98 lines
3.3 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma optionNV (unroll all)
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/transforms.inc.glsl"
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#pragma include "includes/noise.inc.glsl"
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#pragma include "includes/sampling_sequences.inc.glsl"
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out float result;
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uniform sampler2D DownscaledDepth;
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// use the extended gbuffer api
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#define USE_GBUFFER_EXTENSIONS 1
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#pragma include "includes/gbuffer.inc.glsl"
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float get_linear_depth_at(vec2 coord) {
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return textureLod(DownscaledDepth, coord, 0).x;
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// return get_linear_z_from_z(textureLod(GBuffer.Depth, coord, 0).x);
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}
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void main() {
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// Provide some variables to the kernel
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vec2 screen_size = vec2(WINDOW_WIDTH, WINDOW_HEIGHT);
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vec2 pixel_size = vec2(1.0) / screen_size;
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ivec2 coord = ivec2(gl_FragCoord.xy) * 2;
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vec2 texcoord = (coord + 0.5) / SCREEN_SIZE;
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// Shader variables
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float pixel_depth = get_depth_at(texcoord);
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float pixel_distance = get_linear_z_from_z(pixel_depth);
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if (pixel_distance > 1000.0) {
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result = 1.0;
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return;
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}
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// vec3 view_vector = normalize(pixel_world_pos - MainSceneData.camera_pos);
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float view_dist = pixel_distance;
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vec3 noise_vec = rand_rgb(coord % 8 +
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0.05 * (MainSceneData.frame_index % (GET_SETTING(ao, clip_length))));
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vec3 pixel_view_normal = get_view_normal(texcoord);
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vec3 pixel_view_pos = get_view_pos_at(texcoord);
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vec3 pixel_world_normal = get_gbuffer_normal(GBuffer, texcoord);
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// float kernel_scale = 10.0 / get_linear_z_from_z(pixel_depth);
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float kernel_scale = min(5.0, 10.0 / view_dist);
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// Include the appropriate kernel
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#if ENUM_V_ACTIVE(ao, technique, SSAO)
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#pragma include "ssao.kernel.glsl"
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#elif ENUM_V_ACTIVE(ao, technique, HBAO)
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#pragma include "hbao.kernel.glsl"
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#elif ENUM_V_ACTIVE(ao, technique, SSVO)
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#pragma include "ssvo.kernel.glsl"
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#elif ENUM_V_ACTIVE(ao, technique, ALCHEMY)
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#pragma include "alchemy.kernel.glsl"
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#elif ENUM_V_ACTIVE(ao, technique, UE4AO)
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#pragma include "ue4ao.kernel.glsl"
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#else
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#error Unkown AO technique!
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#endif
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result = pow(saturate(result), GET_SETTING(ao, occlusion_strength));
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result = pow(result, 3.0);
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}
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