armory/Shaders/ssao_pass/ssao_pass.frag.glsl

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// Alchemy AO
// Compute kernel
// var kernel:Array<Float> = [];
// var kernelSize = 8;
// for (i in 0...kernelSize) {
// var angle = i / kernelSize;
// angle *= 3.1415926535 * 2.0;
// var x1 = Math.cos(angle);
// var y1 = Math.sin(angle);
// x1 = Std.int(x1 * 10000000) / 10000000;
// y1 = Std.int(y1 * 10000000) / 10000000;
// trace(x1, y1);
// }
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#version 450
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#include "compiled.glsl"
#include "std/gbuffer.glsl"
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D snoise;
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uniform mat4 invVP;
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uniform vec3 eye;
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// uniform vec3 eyeLook;
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uniform vec2 screenSize;
uniform vec2 aspectRatio;
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in vec2 texCoord;
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// in vec3 viewRay;
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out vec4 fragColor;
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float doAO(vec2 kernelVec, vec2 randomVec, mat2 rotMat, vec3 currentPos, vec3 n, float currentDistance) {
kernelVec.xy *= aspectRatio;
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float radius = ssaoSize * randomVec.y;
kernelVec.xy = ((rotMat * kernelVec.xy) / currentDistance) * radius;
vec2 coord = texCoord + kernelVec.xy;
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float depth = texture(gbufferD, coord).r * 2.0 - 1.0;
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vec3 pos = getPos2NoEye(eye, invVP, depth, coord) - currentPos;
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float angle = dot(pos, n);
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// angle *= step(0.3, angle / length(pos)); // Fix intersect
angle *= step(0.1, angle / length(pos));
angle -= currentDistance * 0.001;
angle = max(0.0, angle);
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// angle /= dot(pos, pos) / min(currentDistance * 0.25, 1.0) + 0.00001; // Fix darkening
angle /= dot(pos, pos) / min(currentDistance * 0.25, 1.0) + 0.001;
return angle;
}
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void main() {
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float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
if (depth == 1.0) {
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fragColor.r = 1.0;
return;
}
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const int kernelSize = 12;
const vec2 kernel0 = vec2(1.0, 0.0);
const vec2 kernel1 = vec2(0.8660254, 0.4999999);
const vec2 kernel2 = vec2(0.5, 0.8660254);
const vec2 kernel3 = vec2(0.0, 1.0);
const vec2 kernel4 = vec2(-0.4999999, 0.8660254);
const vec2 kernel5 = vec2(-0.8660254, 0.5);
const vec2 kernel6 = vec2(-1.0, 0.0);
const vec2 kernel7 = vec2(-0.8660254, -0.4999999);
const vec2 kernel8 = vec2(-0.5, -0.8660254);
const vec2 kernel9 = vec2(0.0, -1.0);
const vec2 kernel10 = vec2(0.4999999, -0.8660254);
const vec2 kernel11 = vec2(0.8660254, -0.5);
vec2 enc = texture(gbuffer0, texCoord).rg;
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vec3 n;
n.z = 1.0 - abs(enc.x) - abs(enc.y);
n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
n = normalize(n);
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vec3 currentPos = getPos2NoEye(eye, invVP, depth, texCoord);
float currentDistance = length(currentPos);
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vec2 randomVec = texture(snoise, (texCoord * screenSize) / 8.0).xy;
randomVec = randomVec * 2.0 - 1.0;
mat2 rotMat = mat2(vec2(cos(randomVec.x * PI), -sin(randomVec.x * PI)),
vec2(sin(randomVec.x * PI), cos(randomVec.x * PI)));
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fragColor.r = doAO(kernel0, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel1, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel2, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel3, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel4, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel5, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel6, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel7, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel8, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel9, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel10, randomVec, rotMat, currentPos, n, currentDistance);
fragColor.r += doAO(kernel11, randomVec, rotMat, currentPos, n, currentDistance);
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fragColor.r *= ssaoStrength / kernelSize;
fragColor.r = max(0.0, 1.0 - fragColor.r);
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}