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EG/RenderPipelineFile/rpplugins/ao/shader/ue4ao.kernel.glsl
2025-07-24 11:37:46 +08:00

96 lines
3.1 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.
*
*/
/*
UE4AO - Unreal Engine 4 AO
This is an ambient occlusion technique proposed by Unreal Engine. It is very
similar to Alchemy AO, but uses paired samples to approximate the average
unocluded vector.
*/
const float sample_radius = GET_SETTING(ao, ue4ao_sample_radius);
const float max_distance = GET_SETTING(ao, ue4ao_max_distance);
float accum = 0.0;
float accum_count = 0.0;
vec2 offset_scale = pixel_size * sample_radius * kernel_scale * 0.4;
START_ITERATE_SEQUENCE(ao, ue4ao_sample_sequence, vec2 offset)
offset = mix(offset, noise_vec.xy, 0.3);
vec2 offcoord = offset * offset_scale;
// Get offset coordinates
vec2 texc_a = texcoord + offcoord;
vec2 texc_b = texcoord - offcoord;
// Get view position at that offsets
vec3 off_pos_a = get_view_pos_at(texc_a);
vec3 off_pos_b = get_view_pos_at(texc_b);
// Get the vector s-p to that sample positions
vec3 sample_vec_a = normalize(off_pos_a - pixel_view_pos);
vec3 sample_vec_b = normalize(off_pos_b - pixel_view_pos);
// Get distances
float dist_a = distance(off_pos_a, pixel_view_pos) / max_distance;
float dist_b = distance(off_pos_b, pixel_view_pos) / max_distance;
// Check if the samples are valid
float valid_a = step(dist_a - 1, 0.0);
float valid_b = step(dist_b - 1, 0.0);
float angle_a = max(0, dot(sample_vec_a, pixel_view_normal));
float angle_b = max(0, dot(sample_vec_b, pixel_view_normal));
// TODO: Avoid branching by every means
if (valid_a != valid_b) {
angle_a = mix(-angle_b, angle_a, valid_a);
angle_b = mix(angle_a, -angle_b, valid_b);
dist_a = mix(dist_b, dist_a, valid_a);
dist_b = mix(dist_a, dist_b, valid_b);
}
// In case any sample is valid
if (valid_a > 0.5 || valid_b > 0.5) {
accum += (angle_a+angle_b) * 0.25 * (2 - (dist_a+dist_b));
accum_count += 1.0;
} else {
accum_count += 0.5;
}
END_ITERATE_SEQUENCE();
accum /= max(1.0, accum_count);
result = 1 - accum;