124 lines
4.0 KiB
GLSL
124 lines
4.0 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/poisson_disk.inc.glsl"
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out float result;
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uniform sampler2D DownscaledDepth;
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uniform sampler2D AOResult;
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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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}
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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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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vec2 texcoord = get_texcoord();
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float pixel_z = get_linear_depth_at(texcoord);
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// Merge with previous ao result
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float prev_result = textureLod(AOResult, texcoord, 0).x;
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// Fade out small scale ao
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if (pixel_z > 150.0) {
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result = prev_result;
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return;
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}
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vec3 noise_vec = rand_rgb(coord % 4 +
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0.01 * (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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float kernel_scale = min(5.0, 10.0 / pixel_z);
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const float sample_radius = 6.0;
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const int num_samples = 4;
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const float bias = 0.0005 + 0.01 / kernel_scale;
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float max_range = 0.2;
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float sample_offset = sample_radius * pixel_size.x * 30.0;
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float range_accum = 0.0;
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float accum = 0.0;
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sample_offset /= kernel_scale;
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for (int i = 0; i < num_samples; ++i) {
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vec3 offset = poisson_3D_16[4 * i];
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// offset = mix(offset, noise_vec, 0.5);
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offset = normalize(offset + noise_vec);
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// Flip offset in case it faces away from the normal
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offset = face_forward(offset, pixel_view_normal);
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// Compute offset position in view space
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vec3 offset_pos = pixel_view_pos + offset * sample_offset;
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// Project offset position to screen space
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vec3 projected = view_to_screen(offset_pos);
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// Fetch the expected depth
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float sample_depth = get_linear_depth_at(projected.xy);
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// float sample_depth = get_linear_z_from_z(get_depth_at(projected.xy));
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// Linearize both depths
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float linz_a = get_linear_z_from_z(projected.z);
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float linz_b = sample_depth;
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// Compare both depths by distance to find the AO factor
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float modifier = step(distance(linz_a, linz_b), max_range);
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range_accum += fma(modifier, 0.5, 0.5);
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modifier *= step(linz_b + bias, linz_a);
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accum += modifier;
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}
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// Normalize samples
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accum /= max(0.1, range_accum);
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accum = 1 - accum;
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accum = pow(accum, 5.0);
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prev_result *= accum;
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// prev_result = pow(accum, 9.0);
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result = prev_result;
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}
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