diff options
Diffstat (limited to 'source/blender/draw/engines/clay/shaders')
9 files changed, 0 insertions, 723 deletions
diff --git a/source/blender/draw/engines/clay/shaders/clay_copy.glsl b/source/blender/draw/engines/clay/shaders/clay_copy.glsl deleted file mode 100644 index ec462978e67..00000000000 --- a/source/blender/draw/engines/clay/shaders/clay_copy.glsl +++ /dev/null @@ -1,10 +0,0 @@ - -in vec4 uvcoordsvar; -out vec4 fragColor; - -uniform sampler2D colortex; - -void main() -{ - fragColor = texture(colortex, uvcoordsvar.st); -} diff --git a/source/blender/draw/engines/clay/shaders/clay_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_frag.glsl deleted file mode 100644 index 1939e4b735d..00000000000 --- a/source/blender/draw/engines/clay/shaders/clay_frag.glsl +++ /dev/null @@ -1,252 +0,0 @@ -uniform vec2 invscreenres; -uniform mat4 WinMatrix; - -/* Matcap */ -uniform sampler2DArray matcaps; - -/* Screen Space Occlusion */ -/* store the view space vectors for the corners of the view frustum here. - * It helps to quickly reconstruct view space vectors by using uv coordinates, - * see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ -uniform vec4 viewvecs[3]; -uniform vec4 ssao_params; - -uniform sampler2D ssao_jitter; - -/* Material Parameters packed in an UBO */ -struct Material { - vec4 ssao_params_var; - vec4 matcap_hsv_id; - vec4 matcap_rot; /* vec4 to ensure 16 bytes alignement (don't trust compiler) */ -}; - -layout(std140) uniform samples_block { - vec4 ssao_samples[500]; -}; - -layout(std140) uniform matcaps_block { - vec4 matcaps_color[24]; -}; - -layout(std140) uniform material_block { - Material matcaps_param[MAX_MATERIAL]; -}; - -#ifdef DEFERRED_SHADING -uniform sampler2D depthtex; -uniform sampler2D normaltex; -uniform isampler2D idtex; -int mat_id; /* global */ -#else -uniform int mat_id; -#endif - -/* Aliases */ -#define ssao_samples_num ssao_params.x -#define jitter_tilling ssao_params.yz -#define dfdy_sign ssao_params.w - -#define matcap_hsv matcaps_param[mat_id].matcap_hsv_id.xyz -#define matcap_index matcaps_param[mat_id].matcap_hsv_id.w -#define matcap_rotation matcaps_param[mat_id].matcap_rot.xy - -#ifndef DEFERRED_SHADING -# ifdef USE_FLAT_NORMAL -flat in vec3 normal; -# else -in vec3 normal; -# endif -#endif - -out vec4 fragColor; - -/* TODO Move this to SSAO modules */ -/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer - * we change the factors from the article to fit the OpennGL model. */ -vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth) -{ - if (WinMatrix[3][3] == 0.0) { - /* Perspective */ - float d = 2.0 * depth - 1.0; - - float zview = -WinMatrix[3][2] / (d + WinMatrix[2][2]); - - return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz); - } - else { - /* Orthographic */ - vec3 offset = vec3(uvcoords, depth); - - return viewvecs[0].xyz + offset * viewvecs[1].xyz; - } -} - -#ifdef USE_HSV -void rgb_to_hsv(vec3 rgb, out vec3 outcol) -{ - float cmax, cmin, h, s, v, cdelta; - vec3 c; - - cmax = max(rgb[0], max(rgb[1], rgb[2])); - cmin = min(rgb[0], min(rgb[1], rgb[2])); - cdelta = cmax - cmin; - - v = cmax; - if (cmax != 0.0) - s = cdelta / cmax; - else { - s = 0.0; - h = 0.0; - } - - if (s == 0.0) { - h = 0.0; - } - else { - c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta; - - if (rgb.x == cmax) h = c[2] - c[1]; - else if (rgb.y == cmax) h = 2.0 + c[0] - c[2]; - else h = 4.0 + c[1] - c[0]; - - h /= 6.0; - - if (h < 0.0) - h += 1.0; - } - - outcol = vec3(h, s, v); -} - -void hsv_to_rgb(vec3 hsv, out vec3 outcol) -{ - float i, f, p, q, t, h, s, v; - vec3 rgb; - - h = hsv[0]; - s = hsv[1]; - v = hsv[2]; - - if (s == 0.0) { - rgb = vec3(v, v, v); - } - else { - if (h == 1.0) - h = 0.0; - - h *= 6.0; - i = floor(h); - f = h - i; - rgb = vec3(f, f, f); - p = v * (1.0 - s); - q = v * (1.0 - (s * f)); - t = v * (1.0 - (s * (1.0 - f))); - - if (i == 0.0) rgb = vec3(v, t, p); - else if (i == 1.0) rgb = vec3(q, v, p); - else if (i == 2.0) rgb = vec3(p, v, t); - else if (i == 3.0) rgb = vec3(p, q, v); - else if (i == 4.0) rgb = vec3(t, p, v); - else rgb = vec3(v, p, q); - } - - outcol = rgb; -} - -void hue_sat(float hue, float sat, float value, inout vec3 col) -{ - vec3 hsv; - - rgb_to_hsv(col, hsv); - - hsv.x += hue; - hsv.x -= floor(hsv.x); - hsv.y *= sat; - hsv.y = clamp(hsv.y, 0.0, 1.0); - hsv.z *= value; - hsv.z = clamp(hsv.z, 0.0, 1.0); - - hsv_to_rgb(hsv, col); -} -#endif - -#ifdef USE_AO -/* Prototype */ -void ssao_factors( - in float depth, in vec3 normal, in vec3 position, in vec2 screenco, - out float cavities, out float edges); -#endif - -/* From http://aras-p.info/texts/CompactNormalStorage.html - * Using Method #4: Spheremap Transform */ -vec3 normal_decode(vec2 enc) -{ - vec2 fenc = enc * 4.0 - 2.0; - float f = dot(fenc, fenc); - float g = sqrt(1.0 - f / 4.0); - vec3 n; - n.xy = fenc*g; - n.z = 1 - f / 2; - return n; -} - -vec3 shade(vec3 N, vec3 position, float depth, vec2 screenco) -{ -#ifdef USE_ROTATION - /* Rotate texture coordinates */ - vec2 rotY = vec2(-matcap_rotation.y, matcap_rotation.x); - vec2 texco = abs(vec2(dot(N.xy, matcap_rotation), dot(N.xy, rotY)) * .49 + 0.5); -#else - vec2 texco = abs(N.xy * .49 + 0.5); -#endif - vec3 col = texture(matcaps, vec3(texco, matcap_index)).rgb; - -#ifdef USE_AO - float cavity = 0.0, edges = 0.0; - ssao_factors(depth, N, position, screenco, cavity, edges); - - col *= mix(vec3(1.0), matcaps_color[int(matcap_index)].rgb, cavity); -#endif - -#ifdef USE_HSV - hue_sat(matcap_hsv.x, matcap_hsv.y, matcap_hsv.z, col); -#endif - -#ifdef USE_AO - /* Apply highlights after hue shift */ - col *= edges + 1.0; -#endif - - return col; -} - -void main() -{ - vec2 screenco = vec2(gl_FragCoord.xy) * invscreenres; - -#ifdef DEFERRED_SHADING - ivec2 texel = ivec2(gl_FragCoord.xy); - mat_id = texelFetch(idtex, texel, 0).r; - - /* early out (manual stencil test) */ - if (mat_id == 0) - discard; - - float depth = texelFetch(depthtex, texel, 0).r; - vec3 N = normal_decode(texelFetch(normaltex, texel, 0).rg); - /* see the prepass for explanations. */ - if (mat_id < 0) { - N = -N; - } - mat_id = abs(mat_id) - 1; -#else - float depth = gl_FragCoord.z; - vec3 N = normal; -#endif - - vec3 position = get_view_space_from_depth(screenco, depth); - - vec3 col = shade(N, position, depth, screenco); - - fragColor = vec4(col, 1.0); -} diff --git a/source/blender/draw/engines/clay/shaders/clay_fxaa.glsl b/source/blender/draw/engines/clay/shaders/clay_fxaa.glsl deleted file mode 100644 index 924e51421aa..00000000000 --- a/source/blender/draw/engines/clay/shaders/clay_fxaa.glsl +++ /dev/null @@ -1,18 +0,0 @@ - -in vec4 uvcoordsvar; -out vec4 fragColor; - -uniform vec2 invscreenres; -uniform sampler2D colortex; - -void main() -{ - fragColor = vec4(FxaaPixelShader( - uvcoordsvar.st, - colortex, - invscreenres, - 1.0, - 0.166, - 0.0833 - ).rgb, 1.0); -} diff --git a/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl deleted file mode 100644 index 980a1e4690d..00000000000 --- a/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl +++ /dev/null @@ -1,144 +0,0 @@ - -/* Material Parameters packed in an UBO */ -struct Material { - vec4 one; - vec4 two; -}; - -layout(std140) uniform material_block { - Material shader_param[MAX_MATERIAL]; -}; - -uniform mat4 ProjectionMatrix; -uniform sampler2DArray matcaps; -uniform int mat_id; - -#define randomness shader_param[mat_id].one.x -#define matcap_index shader_param[mat_id].one.y -#define matcap_rotation shader_param[mat_id].one.zw -#define matcap_hsv shader_param[mat_id].two.xyz - -in vec3 tangent; -in vec3 viewPosition; -flat in float colRand; -out vec4 fragColor; - -vec3 rotate(vec3 norm, vec3 ortho, float ang) -{ - return norm * cos(ang) + ortho * sin(ang); -} - -void rgb_to_hsv(vec3 rgb, out vec3 outcol) -{ - float cmax, cmin, h, s, v, cdelta; - vec3 c; - - cmax = max(rgb[0], max(rgb[1], rgb[2])); - cmin = min(rgb[0], min(rgb[1], rgb[2])); - cdelta = cmax - cmin; - - v = cmax; - if (cmax != 0.0) - s = cdelta / cmax; - else { - s = 0.0; - h = 0.0; - } - - if (s == 0.0) { - h = 0.0; - } - else { - c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta; - - if (rgb.x == cmax) h = c[2] - c[1]; - else if (rgb.y == cmax) h = 2.0 + c[0] - c[2]; - else h = 4.0 + c[1] - c[0]; - - h /= 6.0; - - if (h < 0.0) - h += 1.0; - } - - outcol = vec3(h, s, v); -} - -void hsv_to_rgb(vec3 hsv, out vec3 outcol) -{ - float i, f, p, q, t, h, s, v; - vec3 rgb; - - h = hsv[0]; - s = hsv[1]; - v = hsv[2]; - - if (s == 0.0) { - rgb = vec3(v, v, v); - } - else { - if (h == 1.0) - h = 0.0; - - h *= 6.0; - i = floor(h); - f = h - i; - rgb = vec3(f, f, f); - p = v * (1.0 - s); - q = v * (1.0 - (s * f)); - t = v * (1.0 - (s * (1.0 - f))); - - if (i == 0.0) rgb = vec3(v, t, p); - else if (i == 1.0) rgb = vec3(q, v, p); - else if (i == 2.0) rgb = vec3(p, v, t); - else if (i == 3.0) rgb = vec3(p, q, v); - else if (i == 4.0) rgb = vec3(t, p, v); - else rgb = vec3(v, p, q); - } - - outcol = rgb; -} - -void hue_sat(float hue, float sat, float value, inout vec3 col) -{ - vec3 hsv; - - rgb_to_hsv(col, hsv); - - hsv.x += hue; - hsv.x -= floor(hsv.x); - hsv.y *= sat; - hsv.y = clamp(hsv.y, 0.0, 1.0); - hsv.z *= value; - hsv.z = clamp(hsv.z, 0.0, 1.0); - - hsv_to_rgb(hsv, col); -} - -void main() -{ - vec3 viewvec = (ProjectionMatrix[3][3] == 0.0) ? normalize(viewPosition) : vec3(0.0, 0.0, -1.0); - vec3 ortho = normalize(cross(viewvec, tangent)); - vec3 norm = normalize(cross(ortho, tangent)); - - vec3 col = vec3(0); - - vec2 rotY = vec2(-matcap_rotation.y, matcap_rotation.x); - - for (int i = 0; i < 9; i++) { - vec3 rotNorm = rotate(norm, ortho, -0.5 + (i * 0.125)); - vec3 ray = reflect(viewvec, rotNorm); - vec2 texco = abs(vec2(dot(ray.xy, matcap_rotation), dot(ray.xy, rotY)) * .49 + 0.5); - - col += texture(matcaps, vec3(texco, matcap_index)).rgb / 9.0; - } - - hue_sat(matcap_hsv.x, matcap_hsv.y, matcap_hsv.z, col); - - float maxChan = max(max(col.r, col.g), col.b); - - col += (colRand * maxChan * randomness * 1.5) - (maxChan * randomness * 0.75); - - fragColor.rgb = col; - fragColor.a = 1.0; -} diff --git a/source/blender/draw/engines/clay/shaders/clay_particle_vert.glsl b/source/blender/draw/engines/clay/shaders/clay_particle_vert.glsl deleted file mode 100644 index d4c35d14182..00000000000 --- a/source/blender/draw/engines/clay/shaders/clay_particle_vert.glsl +++ /dev/null @@ -1,34 +0,0 @@ - -uniform mat4 ModelViewProjectionMatrix; -uniform mat3 NormalMatrix; -uniform mat4 ModelViewMatrix; - -in vec3 pos; -in vec3 nor; -in int ind; -out vec3 tangent; -out vec3 viewPosition; -flat out float colRand; - -float rand(int s) -{ - int seed = s * 1023423; - - seed = (seed ^ 61) ^ (seed >> 16); - seed *= 9; - seed = seed ^ (seed >> 4); - seed *= 0x27d4eb2d; - seed = seed ^ (seed >> 15); - - float value = float(seed); - value *= 1.0 / 42596.0; - return fract(value); -} - -void main() -{ - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); - tangent = normalize(NormalMatrix * nor); - viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz; - colRand = rand(ind); -} diff --git a/source/blender/draw/engines/clay/shaders/clay_prepass_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_prepass_frag.glsl deleted file mode 100644 index f30322bc9fe..00000000000 --- a/source/blender/draw/engines/clay/shaders/clay_prepass_frag.glsl +++ /dev/null @@ -1,44 +0,0 @@ -uniform int mat_id; - -#ifdef USE_FLAT_NORMAL -flat in vec3 normal; -#else -in vec3 normal; -#endif - -layout(location = 0) out vec2 outNormals; -layout(location = 1) out int outIndex; - -/* From http://aras-p.info/texts/CompactNormalStorage.html - * Using Method #4: Spheremap Transform */ -vec2 normal_encode(vec3 n) -{ - float p = sqrt(n.z * 8.0 + 8.0); - return n.xy / p + 0.5; -} - -/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */ -#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0)) -const vec4 dither_mat[4] = vec4[4]( - vec4( P(0.0), P(8.0), P(2.0), P(10.0)), - vec4(P(12.0), P(4.0), P(14.0), P(6.0)), - vec4( P(3.0), P(11.0), P(1.0), P(9.0)), - vec4(P(15.0), P(7.0), P(13.0), P(5.0)) -); - -void main() { - outIndex = (mat_id + 1); /* 0 is clear color */ - /** - * To fix the normal buffer precision issue for backfaces, - * we invert normals and use the sign of the index buffer - * to tag them, and re-invert in deferred pass. - **/ - vec3 N = (gl_FrontFacing) ? normal : -normal; - outIndex = (gl_FrontFacing) ? outIndex : -outIndex; - - outNormals = normal_encode(N); - - /* Dither the output to fight low quality. */ - ivec2 tx = ivec2(gl_FragCoord.xy) % 4; - outNormals += dither_mat[tx.x][tx.y]; -} diff --git a/source/blender/draw/engines/clay/shaders/clay_vert.glsl b/source/blender/draw/engines/clay/shaders/clay_vert.glsl deleted file mode 100644 index 8f8866b3839..00000000000 --- a/source/blender/draw/engines/clay/shaders/clay_vert.glsl +++ /dev/null @@ -1,17 +0,0 @@ -uniform mat4 ModelViewProjectionMatrix; -uniform mat3 NormalMatrix; - -in vec3 pos; -in vec3 nor; - -#ifdef USE_FLAT_NORMAL -flat out vec3 normal; -#else -out vec3 normal; -#endif - -void main() -{ - normal = normalize(NormalMatrix * nor); - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); -} diff --git a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl deleted file mode 100644 index 94e2d6f3c7b..00000000000 --- a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl +++ /dev/null @@ -1,82 +0,0 @@ -#define ssao_distance matcaps_param[mat_id].ssao_params_var.x -#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y -#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z -#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w - -/* from The Alchemy screen-space ambient obscurance algorithm - * http://graphics.cs.williams.edu/papers/AlchemyHPG11/VV11AlchemyAO.pdf */ - -void ssao_factors( - in float depth, in vec3 normal, in vec3 position, in vec2 screenco, - out float cavities, out float edges) -{ - cavities = edges = 0.0; - /* early out if there is no need for SSAO */ - if (ssao_factor_cavity == 0.0 && ssao_factor_edge == 0.0) - return; - - /* take the normalized ray direction here */ - vec3 noise = texture(ssao_jitter, screenco.xy * jitter_tilling).rgb; - - /* find the offset in screen space by multiplying a point - * in camera space at the depth of the point by the projection matrix. */ - vec2 offset; - float homcoord = WinMatrix[2][3] * position.z + WinMatrix[3][3]; - offset.x = WinMatrix[0][0] * ssao_distance / homcoord; - offset.y = WinMatrix[1][1] * ssao_distance / homcoord; - /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */ - offset *= 0.5; - - int num_samples = int(ssao_samples_num); - - /* Note. Putting noise usage here to put some ALU after texture fetch. */ - vec2 rotX = noise.rg; - vec2 rotY = vec2(-rotX.y, rotX.x); - - for (int x = 0; x < num_samples && x < 500; x++) { - /* ssao_samples[x].xy is sample direction (normalized). - * ssao_samples[x].z is sample distance from disk center. */ - - /* Rotate with random direction to get jittered result. */ - vec2 dir_jittered = vec2(dot(ssao_samples[x].xy, rotX), dot(ssao_samples[x].xy, rotY)); - dir_jittered.xy *= ssao_samples[x].z + noise.b; - - vec2 uvcoords = screenco.xy + dir_jittered * offset; - - if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0) - continue; - - float depth_new = texture(depthtex, uvcoords).r; - - /* Handle Background case */ - bool is_background = (depth_new == 1.0); - - /* This trick provide good edge effect even if no neighboor is found. */ - vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new); - - if (is_background) - pos_new.z -= ssao_distance; - - vec3 dir = pos_new - position; - float len = length(dir); - float f_cavities = dot(dir, normal); - float f_edge = -f_cavities; - float f_bias = 0.05 * len + 0.0001; - - float attenuation = 1.0 / (len * (1.0 + len * len * ssao_attenuation)); - - /* use minor bias here to avoid self shadowing */ - if (f_cavities > -f_bias) - cavities += f_cavities * attenuation; - - if (f_edge > f_bias) - edges += f_edge * attenuation; - } - - cavities /= ssao_samples_num; - edges /= ssao_samples_num; - - /* don't let cavity wash out the surface appearance */ - cavities = clamp(cavities * ssao_factor_cavity, 0.0, 1.0); - edges = edges * ssao_factor_edge; -} diff --git a/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl deleted file mode 100644 index 9c203a4246c..00000000000 --- a/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl +++ /dev/null @@ -1,122 +0,0 @@ -#define ssao_distance matcaps_param[mat_id].ssao_params_var.x -#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y -#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z -#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w - -/* Based on Practical Realtime Strategies for Accurate Indirect Occlusion - * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx */ - -#define COSINE_WEIGHTING - -float integrate_arc(in float h1, in float h2, in float gamma, in float n_proj_len) -{ - float a = 0.0; -#ifdef COSINE_WEIGHTING - float cos_gamma = cos(gamma); - float sin_gamma_2 = 2.0 * sin(gamma); - a += -cos(2.0 * h1 - gamma) + cos_gamma + h1 * sin_gamma_2; - a += -cos(2.0 * h2 - gamma) + cos_gamma + h2 * sin_gamma_2; - a *= 0.25; /* 1/4 */ - a *= n_proj_len; -#else - /* Uniform weighting (slide 59) */ - a += 1 - cos(h1); - a += 1 - cos(h2); -#endif - return a; -} - -float get_max_horizon(in vec2 co, in vec3 x, in vec3 omega_o, in float h) -{ - if (co.x > 1.0 || co.x < 0.0 || co.y > 1.0 || co.y < 0.0) - return h; - - float depth = texture(depthtex, co).r; - - /* Background case */ - if (depth == 1.0) - return h; - - vec3 s = get_view_space_from_depth(co, depth); /* s View coordinate */ - vec3 omega_s = s - x; - float len = length(omega_s); - - if (len < ssao_distance) { - omega_s /= len; - h = max(h, dot(omega_s, omega_o)); - } - return h; -} - -void ssao_factors( - in float depth, in vec3 normal, in vec3 position, in vec2 screenco, - out float cavities, out float edges) -{ - /* Renaming */ - vec3 omega_o = -normalize(position); /* viewvec */ - vec2 x_ = screenco; /* x^ Screen coordinate */ - vec3 x = position; /* x view space coordinate */ - -#ifdef SPATIAL_DENOISE - float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3)); - float noise_offset = (1.0 / 4.0) * float(int(gl_FragCoord.y - gl_FragCoord.x) & 0x3); -#else - float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3)); - float noise_offset = (0.5 / 16.0) + (1.0 / 16.0) * float(((int(gl_FragCoord.x - gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3)); -#endif - - const float phi_step = 16.0; - const float theta_step = 16.0; - const float m_pi = 3.14159265358979323846; - vec2 pixel_ratio = vec2(screenres.y / screenres.x, 1.0); - vec2 pixel_size = vec2(1.0) / screenres.xy; - float min_stride = length(pixel_size); - float homcco = WinMatrix[2][3] * position.z + WinMatrix[3][3]; - float n = max(min_stride * theta_step, ssao_distance / homcco); /* Search distance */ - - /* Integral over PI */ - float A = 0.0; - for (float i = 0.0; i < phi_step; i++) { - float phi = m_pi * ((noise_dir + i) / phi_step); - - vec2 t_phi = vec2(cos(phi), sin(phi)); /* Screen space direction */ - - /* Search maximum horizon angles Theta1 and Theta2 */ - float theta1 = -1.0, theta2 = -1.0; /* init at cos(pi) */ - for (float j = 0.0; j < theta_step; j++) { - vec2 s_ = t_phi * pixel_ratio * n * ((j + noise_offset)/ theta_step); /* s^ Screen coordinate */ - vec2 co; - - co = x_ + s_; - theta1 = get_max_horizon(co, x, omega_o, theta1); - - co = x_ - s_; - theta2 = get_max_horizon(co, x, omega_o, theta2); - } - - /* (Slide 54) */ - theta1 = -acos(theta1); - theta2 = acos(theta2); - - /* Projecting Normal to Plane P defined by t_phi and omega_o */ - vec3 h = normalize(cross(vec3(t_phi, 0.0), omega_o)); /* Normal vector to Integration plane */ - vec3 t = cross(h, omega_o); /* Normal vector to plane */ - vec3 n_proj = normal - h * dot(normal, h); - float n_proj_len = length(n_proj); - vec3 n_proj_norm = normalize(n_proj); - - /* Clamping thetas (slide 58) */ - float gamma = sign(dot(n_proj_norm, t)) * acos(dot(normal, omega_o)); /* Angle between view vec and normal */ - theta1 = gamma + max(theta1 - gamma, -m_pi * 0.5); - theta2 = gamma + min(theta2 - gamma, m_pi * 0.5); - - /* Solving inner integral */ - A += integrate_arc(theta1, theta2, gamma, n_proj_len); - } - - A /= phi_step; - - cavities = 1.0 - A; - edges = 0.0; -} |