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

101 lines
3.8 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.
*
*/
/*
SSVO - Screen Space Volumetric Obscurance
This algorithm casts rays to a sphere arround the current point in view space,
and approximates the spheres volume by using line intetrals. The percentage
of the spheres volume is then used to compute AO.
*/
vec2 sphere_radius = GET_SETTING(ao, ssvo_sphere_radius) * pixel_size;
float max_depth_diff = GET_SETTING(ao, ssvo_max_distance) / kernel_scale;
float accum = 0.0;
float pixel_linz = get_linear_z_from_z(pixel_depth);
START_ITERATE_SEQUENCE(ao, ssvo_sequence, vec2 offset)
offset = mix(offset, noise_vec.xy, 0.3);
vec2 offc = offset * sphere_radius * 5.0 * kernel_scale;
// Use paired samples, this enables us to hide depth buffer discontinuities
vec2 offcoord_a = texcoord + offc;
vec2 offcoord_b = texcoord - offc;
// Compute the sphere height at the sample location
float sphere_height = sqrt(1 - dot(offset, offset));
// Get the depth at the sample locations, also
// make the depth linear, this enables us to compare them better
float depth_linz_a = get_linear_depth_at(offcoord_a);
float depth_linz_b = get_linear_depth_at(offcoord_b);
// Clamp both differences to the maximum depth difference
float diff_a = (pixel_linz - depth_linz_a) / max_depth_diff;
float diff_b = (pixel_linz - depth_linz_b) / max_depth_diff;
// Compute the line integrals of boths, this is simply the height of the
// line divided by the sphere height. However, we need to substract the
// sphere height once, since we didn't start at the sphere top, but at
// the sphere mid (since we took the depth of point p which is the center
// of the sphere).
float volume_a = (sphere_height - diff_a) / (2.0 * sphere_height);
float volume_b = (sphere_height - diff_b) / (2.0 * sphere_height);
// Check if the volumes are valid
bool valid_a = diff_a <= sphere_height && diff_a >= -sphere_height;
bool valid_b = diff_b <= sphere_height && diff_b >= -sphere_height;
// In case either the first or second sample is valid, we can weight them
if (valid_a || valid_b) {
// Because we use paired samples, we can easily account for discontinuities:
// If a is invalid, we can take the inverse of b as value for a, and vice-versa.
// This works out quite well, even if not mathematically correct.
accum += valid_a ? volume_a : 1 - volume_b;
accum += valid_b ? volume_b : 1 - volume_a;
// In case both samples are invalid, theres nothing we can do. Just increase
// the integral in this case.
} else {
accum += 1.0;
}
END_ITERATE_SEQUENCE();
NORMALIZE_SEQUENCE(ao, ssvo_sequence, accum);
result = accum;