// Alchemy AO // Compute kernel // var kernel:Array = []; // 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); // } #version 450 #include "compiled.glsl" #include "std/gbuffer.glsl" uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D snoise; uniform mat4 invVP; uniform vec3 eye; // uniform vec3 eyeLook; uniform vec2 screenSize; uniform vec2 aspectRatio; in vec2 texCoord; // in vec3 viewRay; out vec4 fragColor; float doAO(vec2 kernelVec, vec2 randomVec, mat2 rotMat, vec3 currentPos, vec3 n, float currentDistance) { kernelVec.xy *= aspectRatio; float radius = ssaoSize * randomVec.y; kernelVec.xy = ((rotMat * kernelVec.xy) / currentDistance) * radius; vec2 coord = texCoord + kernelVec.xy; float depth = texture(gbufferD, coord).r * 2.0 - 1.0; vec3 pos = getPos2NoEye(eye, invVP, depth, coord) - currentPos; float angle = dot(pos, n); // 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); // 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; } void main() { float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; if (depth == 1.0) { fragColor.r = 1.0; return; } 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; 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); vec3 currentPos = getPos2NoEye(eye, invVP, depth, texCoord); float currentDistance = length(currentPos); 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))); 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); fragColor.r *= ssaoStrength / kernelSize; fragColor.r = max(0.0, 1.0 - fragColor.r); }