72 lines
2.2 KiB
GLSL
72 lines
2.2 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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/*
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ALCHEMY AO
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Projects random points to screen space, and uses the average unoccluded vector
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to approximate AO.
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*/
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const float sample_radius = GET_SETTING(ao, alchemy_sample_radius);
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float max_dist = GET_SETTING(ao, alchemy_max_distance);
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float accum = 0.0;
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int accum_count = 0;
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vec2 offset_scale = pixel_size * sample_radius * kernel_scale * 0.5;
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START_ITERATE_SEQUENCE(ao, alchemy_sequence, vec2 offset)
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offset = mix(offset, noise_vec.xy, 0.3);
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vec2 offcoord = texcoord + offset * offset_scale;
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// Get view position at that offset
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vec3 off_pos = get_view_pos_at(offcoord);
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// Get the vector s-p to that sample position
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vec3 sample_vec = normalize(off_pos - pixel_view_pos);
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// Check if the distance matches, discard matches which are too far away
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float dist = distance(off_pos, pixel_view_pos) / max_dist;
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if (dist < 1.0) {
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// Weight sample by the angle
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accum += max(0, dot(pixel_view_normal, sample_vec)) * (1-dist);
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}
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++accum_count;
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END_ITERATE_SEQUENCE();
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// Normalize values
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accum /= max(1.0, float(accum_count));
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result = 1 - accum;
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