armory/raw/ssao_pass/ssao_pass.frag.glsl
2016-07-10 00:51:39 +02:00

155 lines
5.9 KiB
GLSL

// 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);
// }
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0;
uniform sampler2D snoise;
uniform mat4 invVP;
uniform vec3 eye;
uniform vec2 screenSize;
uniform vec2 aspectRatio;
const float PI = 3.1415926535;
const int kernelSize = 20;//12;
const float aoSize = 0.12;
const float strength = 0.55;//0.7;
in vec2 texCoord;
// float rand(vec2 co) { // Unreliable
// return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453);
// }
vec2 octahedronWrap(vec2 v) {
return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
}
vec3 getPos(float depth, vec2 coord) {
// vec4 pos = vec4(coord * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
pos = invVP * pos;
pos.xyz /= pos.w;
return pos.xyz - eye;
}
float doAO(vec2 kernelVec, vec2 randomVec, mat2 rotMat, vec3 currentPos, vec3 currentNormal, float currentDistance) {
kernelVec.xy *= aspectRatio;
float radius = aoSize * randomVec.y;
kernelVec.xy = ((rotMat * kernelVec.xy) / currentDistance) * radius;
vec2 coord = texCoord + kernelVec.xy;
// float depth = 1.0 - texture(gbuffer0, coord).a;
float depth = texture(gbufferD, coord).r * 2.0 - 1.0;
vec3 pos = getPos(depth, coord) - currentPos;
float angle = dot(pos, currentNormal);
angle *= step(0.3, angle / length(pos)); // Fix intersect
angle -= currentDistance * 0.001;
angle = max(0.0, angle);
angle /= dot(pos, pos) / min(currentDistance * 0.25, 1.0) + 0.00001; // Fix darkening
return angle;
}
void main() {
// float depth = 1.0 - texture(gbuffer0, texCoord).a;
float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
// if (depth == 0.0) {
if (depth == 1.0) {
gl_FragColor = vec4(1.0);
return;
}
vec2 kernel[kernelSize];
// kernel[0] = vec2(1.0, 0.0);
// kernel[1] = vec2(0.8660254, 0.4999999);
// kernel[2] = vec2(0.5, 0.8660254);
// kernel[3] = vec2(0.0, 1.0);
// kernel[4] = vec2(-0.4999999, 0.8660254);
// kernel[5] = vec2(-0.8660254, 0.5);
// kernel[6] = vec2(-1.0, 0.0);
// kernel[7] = vec2(-0.8660254, -0.4999999);
// kernel[8] = vec2(-0.5, -0.8660254);
// kernel[9] = vec2(0.0, -1.0);
// kernel[10] = vec2(0.4999999, -0.8660254);
// kernel[11] = vec2(0.8660254, -0.5);
kernel[0] = vec2(1.0,0.0);
kernel[1] = vec2(0.9510565,0.3090169);
kernel[2] = vec2(0.8090169,0.5877852);
kernel[3] = vec2(0.5877852,0.8090169);
kernel[4] = vec2(0.3090169,0.9510565);
kernel[5] = vec2(0.0,1.0);
kernel[6] = vec2(-0.3090169,0.9510565);
kernel[7] = vec2(-0.5877852,0.8090169);
kernel[8] = vec2(-0.8090169,0.5877852);
kernel[9] = vec2(-0.9510565,0.3090169);
kernel[10] = vec2(-1,0);
kernel[11] = vec2(-0.9510565,-0.3090169);
kernel[12] = vec2(-0.8090169,-0.5877852);
kernel[13] = vec2(-0.5877852,-0.8090169);
kernel[14] = vec2(-0.3090169,-0.9510565);
kernel[15] = vec2(0.0,-1.0);
kernel[16] = vec2(0.3090169,-0.9510565);
kernel[17] = vec2(0.5877852,-0.8090169);
kernel[18] = vec2(0.8090169,-0.5877852);
kernel[19] = vec2(0.9510565,-0.3090169);
vec2 enc = texture(gbuffer0, texCoord).rg;
vec3 currentNormal;
currentNormal.z = 1.0 - abs(enc.x) - abs(enc.y);
currentNormal.xy = currentNormal.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
currentNormal = normalize(currentNormal);
vec3 currentPos = getPos(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)));
float amount = 0.0;
// for (int i = 0; i < kernelSize; i++) {
amount += doAO(kernel[0], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[1], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[2], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[3], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[4], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[5], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[6], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[7], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[8], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[9], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[10], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[11], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[12], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[13], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[14], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[15], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[16], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[17], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[18], randomVec, rotMat, currentPos, currentNormal, currentDistance);
amount += doAO(kernel[19], randomVec, rotMat, currentPos, currentNormal, currentDistance);
// }
amount *= strength / kernelSize;
amount = 1.0 - amount;
amount = max(0.0, amount);
gl_FragColor = vec4(vec3(amount), 1.0);
}