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1#import "Common/ShaderLib/MultiSample.glsllib"
2
3uniform COLORTEXTURE m_Texture;
4uniform DEPTHTEXTURE m_DepthTexture;
5
6uniform vec2 g_Resolution;
7uniform vec2 m_FrustumNearFar;
8uniform sampler2D m_Normals;
9uniform sampler2D m_RandomMap;
10uniform vec3 m_FrustumCorner;
11uniform float m_SampleRadius;
12uniform float m_Intensity;
13uniform float m_Scale;
14uniform float m_Bias;
15uniform vec2[4] m_Samples;
16
17in vec2 texCoord;
18
19float depthv;
20
21vec3 getPosition(in vec2 uv){
22  //Reconstruction from depth
23  depthv =getDepth(m_DepthTexture,uv).r;
24  float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - depthv* (m_FrustumNearFar.y-m_FrustumNearFar.x));
25
26  //one frustum corner method
27  float x = mix(-m_FrustumCorner.x, m_FrustumCorner.x, uv.x);
28  float y = mix(-m_FrustumCorner.y, m_FrustumCorner.y, uv.y);
29
30  return depth* vec3(x, y, m_FrustumCorner.z);
31}
32
33vec3 getNormal(in vec2 uv){
34  return normalize(texture2D(m_Normals, uv).xyz * 2.0 - 1.0);
35}
36
37vec2 getRandom(in vec2 uv){
38   //float rand=(fract(uv.x*(g_Resolution.x/2.0))*0.25)+(fract(uv.y*(g_Resolution.y/2.0))*0.5);
39   vec4 rand=texture2D(m_RandomMap,g_Resolution * uv / 128.0 * 3.0)*2.0 -1.0;
40
41   return normalize(rand.xy);
42}
43
44float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){
45   vec3 diff = getPosition(tc)- pos;
46   vec3 v = normalize(diff);
47   float d = length(diff) * m_Scale;
48
49   return max(0.0, dot(norm, v) - m_Bias) * ( 1.0/(1.0 + d) ) * m_Intensity;
50}
51
52
53vec2 reflection(in vec2 v1,in vec2 v2){
54    vec2 result= 2.0 * dot(v2, v1) * v2;
55    result=v1-result;
56    return result;
57}
58
59
60//const vec2 vec[4] = vec2[4](vec2(1.0,0.0), vec2(-1.0,0.0), vec2(0.0,1.0), vec2(0.0,-1.0));
61void main(){
62
63   float result;
64
65   //vec2 vec[4] = { vec2(1.0, 0.0), vec2(-1.0, 0.0), vec2(0.0, 1.0), vec2(0.0, -1.0) };
66   vec3 position = getPosition(texCoord);
67    //optimization, do not calculate AO if depth is 1
68   if(depthv==1.0){
69        gl_FragColor=vec4(1.0);
70        return;
71   }
72   vec3 normal = getNormal(texCoord);
73   vec2 rand = getRandom(texCoord);
74
75   float ao = 0.0;
76   float rad =m_SampleRadius / position.z;
77
78
79   int iterations = 4;
80   for (int j = 0; j < iterations; ++j){
81      vec2 coord1 = reflection(vec2(m_Samples[j]), rand) * vec2(rad,rad);
82      vec2 coord2 = vec2(coord1.x* 0.707 - coord1.y* 0.707, coord1.x* 0.707 + coord1.y* 0.707) ;
83
84      ao += doAmbientOcclusion(texCoord + coord1.xy * 0.25, position, normal);
85      ao += doAmbientOcclusion(texCoord + coord2 * 0.50, position, normal);
86      ao += doAmbientOcclusion(texCoord + coord1.xy * 0.75, position, normal);
87      ao += doAmbientOcclusion(texCoord + coord2 * 1.00, position, normal);
88
89   }
90   ao /= float(iterations) * 4.0;
91   result = 1.0-ao;
92
93   gl_FragColor=vec4(result,result,result, 1.0);
94//gl_FragColor=vec4(depthv,depthv,depthv, 1.0);
95
96}