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forked from Rowland/EG
EG/RenderPipelineFile/rpplugins/ao/shader/ao_sample.frag.glsl
2025-07-24 11:37:46 +08:00

98 lines
3.3 KiB
GLSL

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