Files
axyz/resources/Shaders/SSAO.frag.glsl
T

110 lines
3.8 KiB
GLSL

#version 430
//Number of samples per pixel
uniform int uNumOfSamples;
//#define uNumOfSamples (11)
//Number of turns around the cirle
uniform int uNumOfTurns;
//#define uNumOfTurns (7)
layout (binding = 0) uniform sampler2D ViewSpaceZ;
uniform vec4 uProjInfo;
uniform float uProjScale;
//#define ProjScale 500
uniform float uRadius;
//#define uRadius 1.0f
uniform float uBias;
//#define uBias 0.05f
uniform float uContrast;
//#define uContrast 1.5f
uniform float uIntensityScale;
//#define uIntensityScale 1.0f
out float AO;
vec3 getVSPosition(ivec2 ScreenSpaceCoord) {
float z = texelFetch(ViewSpaceZ, ScreenSpaceCoord, 0).r;
//Get the xy view space coordinates and add the z value from ViewSpaceZ buffer.
return vec3((uProjInfo[0] + (ScreenSpaceCoord.x * uProjInfo[1])) * z, (uProjInfo[2] + (ScreenSpaceCoord.y * uProjInfo[3])) * z, z);
}
vec3 getVSFaceNormal(vec3 ViewSpacePosition) {
// Get tangets vector for the plane and ViewSpacePositin... don't ask how this functions works. It's pure magic.
// They do this and it just works... I would guess that they approximate the function of a plane from pixels close to the pixel were on now.
return normalize(cross(dFdx(ViewSpacePosition), dFdy(ViewSpacePosition)));
}
vec3 getSampleViewSpacePos(ivec2 ScreenSpaceCoord, int SampleIndex, float RotationAngle, float ScreenSpaceSampleRadius){
// Pure Magic...
float alpha = float(SampleIndex) * (1.0 / uNumOfSamples);
// Angle to where to sample
float angle = alpha * (uNumOfTurns * 6.28) + RotationAngle;
//Lenght to were to sample
ScreenSpaceSampleRadius = ScreenSpaceSampleRadius * alpha;
vec2 screenSpaceSampleOffsetVecor = vec2(cos(angle), sin(angle));
// Get texel coordinate on where to sample by going screenSpaceSampleOffsetVecor direction in ScreenSpaceSampleRadius units from ScreenSpaceCoord (the point being shaded);
ivec2 screenSpaceSampleTexel = ivec2(ScreenSpaceSampleRadius * screenSpaceSampleOffsetVecor) + ScreenSpaceCoord;
return getVSPosition(screenSpaceSampleTexel);
}
float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius) {
float radius2 = Radius * Radius;
vec3 sampleViewSpacePosition = getSampleViewSpacePos(ScreenSpaceCoord, SampleIndex, RotationAngle, ScreenSpaceSampleRadius);
vec3 sampleVector = Origin - sampleViewSpacePosition;
// vv = sampleVectorLenght ^ 2
float vv = dot(sampleVector, sampleVector);
// vn = angle between sampleVector and Normal
float vn = dot(sampleVector, OriginNormal);
const float epsilon = 0.0001f;
// vv < radius2 if the vector is shorter then the radius;
// vn - bias, offset the angle to reduse self occlusion.
// epsilon is here to make divison by 0 impossible.
return float(vv < radius2) * max((vn - uBias) / (epsilon + vv), 0.0);
//float f = max(radius2 - vv, 0.0);
//return f * f * f * max((vn - uBias) / (epsilon + vv), 0.0);
}
void main() {
ivec2 originScreenCoord = ivec2(gl_FragCoord.xy);
vec3 origin = getVSPosition(originScreenCoord);
float radius = min(origin.z, uRadius);
vec3 originNormal = getVSFaceNormal(origin);
float screenSpaceSampleRadius = -uProjScale * radius / origin.z;
float rotationAngleOffset = 30 * originScreenCoord.x ^ originScreenCoord.y + 10 * originScreenCoord.x * originScreenCoord.y;
float sum = 0.0;
for (int i = 0; i < uNumOfSamples; i++) {
sum += sampleAO(originScreenCoord, origin, originNormal, screenSpaceSampleRadius, i, rotationAngleOffset, radius);
}
//float A = max(0.0, 1.0 - sum * (2.0f / uNumOfSamples));
float A = 1.0 - sum * (2.0f * uIntensityScale / float(uNumOfSamples));
AO = clamp(pow(A, uContrast), 0.0f, 1.0f);
//AO = vec4(originNormal, 1.0f);
}