/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * 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. * */ /* CryEngine SSAO - Screen Space Ambient Occlusion Samples the depth buffer in a hemisphere arround the current pixel to approximate AO. */ const float sample_radius = GET_SETTING(ao, ssao_sample_radius); const float bias = GET_SETTING(ao, ssao_bias) * 0.5 / kernel_scale; float max_range = GET_SETTING(ao, ssao_max_distance); float sample_offset = sample_radius * pixel_size.x * 30.0; float range_accum = 0.0; float accum = 0.0; // Make sure we have nice sampling coherency by scaling the kernel sample_offset /= 0.8 * kernel_scale; START_ITERATE_SEQUENCE(ao, ssao_sequence, vec3 offset) offset = mix(offset, noise_vec, 0.5); offset *= 0.6; // Flip offset in case it faces away from the normal offset = face_forward(offset, pixel_view_normal); // Compute offset position in view space vec3 offset_pos = pixel_view_pos + offset * sample_offset; // Project offset position to screen space vec3 projected = view_to_screen(offset_pos); // Fetch the expected depth float sample_depth = get_linear_depth_at(projected.xy); // Linearize both depths float linz_a = get_linear_z_from_z(projected.z); float linz_b = sample_depth; // Compare both depths by distance to find the AO factor float modifier = step(distance(linz_a, linz_b), max_range * 0.2); range_accum += fma(modifier, 0.5, 0.5); modifier *= step(linz_b + bias, linz_a); accum += modifier; END_ITERATE_SEQUENCE() // normalize samples accum /= max(0.1, range_accum); // Renormalize to match with the other techniques accum *= 0.4; result = 1 - accum;