#pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(raytrace_lib.glsl) /* 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 */ #if defined(MESH_SHADER) # if !defined(USE_ALPHA_HASH) # if !defined(DEPTH_SHADER) # if !defined(USE_ALPHA_BLEND) # define ENABLE_DEFERED_AO # endif # endif # endif #endif #ifndef ENABLE_DEFERED_AO # if defined(STEP_RESOLVE) # define ENABLE_DEFERED_AO # endif #endif #define MAX_PHI_STEP 32 #define MAX_SEARCH_ITER 32 #define MAX_LOD 6.0 uniform sampler2D horizonBuffer; /* aoSettings flags */ #define USE_AO 1 #define USE_BENT_NORMAL 2 #define USE_DENOISE 4 vec4 pack_horizons(vec4 v) { return v * 0.5 + 0.5; } vec4 unpack_horizons(vec4 v) { return v * 2.0 - 1.0; } /* Returns maximum screen distance an AO ray can travel for a given view depth */ vec2 get_max_dir(float view_depth) { float homcco = ProjectionMatrix[2][3] * view_depth + ProjectionMatrix[3][3]; float max_dist = aoDistance / homcco; return vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * max_dist; } vec2 get_ao_dir(float jitter) { /* Only half a turn because we integrate in slices. */ jitter *= M_PI; return vec2(cos(jitter), sin(jitter)); } void get_max_horizon_grouped(vec4 co1, vec4 co2, vec3 x, float lod, inout float h) { int mip = int(lod) + hizMipOffset; co1 *= mipRatio[mip].xyxy; co2 *= mipRatio[mip].xyxy; float depth1 = textureLod(maxzBuffer, co1.xy, floor(lod)).r; float depth2 = textureLod(maxzBuffer, co1.zw, floor(lod)).r; float depth3 = textureLod(maxzBuffer, co2.xy, floor(lod)).r; float depth4 = textureLod(maxzBuffer, co2.zw, floor(lod)).r; vec4 len, s_h; vec3 s1 = get_view_space_from_depth(co1.xy, depth1); /* s View coordinate */ vec3 omega_s1 = s1 - x; len.x = length(omega_s1); s_h.x = omega_s1.z / len.x; vec3 s2 = get_view_space_from_depth(co1.zw, depth2); /* s View coordinate */ vec3 omega_s2 = s2 - x; len.y = length(omega_s2); s_h.y = omega_s2.z / len.y; vec3 s3 = get_view_space_from_depth(co2.xy, depth3); /* s View coordinate */ vec3 omega_s3 = s3 - x; len.z = length(omega_s3); s_h.z = omega_s3.z / len.z; vec3 s4 = get_view_space_from_depth(co2.zw, depth4); /* s View coordinate */ vec3 omega_s4 = s4 - x; len.w = length(omega_s4); s_h.w = omega_s4.z / len.w; /* Blend weight after half the aoDistance to fade artifacts */ vec4 blend = saturate((1.0 - len / aoDistance) * 2.0); h = mix(h, max(h, s_h.x), blend.x); h = mix(h, max(h, s_h.y), blend.y); h = mix(h, max(h, s_h.z), blend.z); h = mix(h, max(h, s_h.w), blend.w); } vec2 search_horizon_sweep(vec2 t_phi, vec3 pos, vec2 uvs, float jitter, vec2 max_dir) { max_dir *= max_v2(abs(t_phi)); /* Convert to pixel space. */ t_phi /= vec2(textureSize(maxzBuffer, 0)); /* Avoid division by 0 */ t_phi += vec2(1e-5); jitter *= 0.25; /* Compute end points */ vec2 corner1 = min(vec2(1.0) - uvs, max_dir); /* Top right */ vec2 corner2 = max(vec2(0.0) - uvs, -max_dir); /* Bottom left */ vec2 iter1 = corner1 / t_phi; vec2 iter2 = corner2 / t_phi; vec2 min_iter = max(-iter1, -iter2); vec2 max_iter = max(iter1, iter2); vec2 times = vec2(-min_v2(min_iter), min_v2(max_iter)); vec2 h = vec2(-1.0); /* init at cos(pi) */ /* This is freaking sexy optimized. */ for (float i = 0.0, ofs = 4.0, time = -1.0; i < MAX_SEARCH_ITER && time > times.x; i++, time -= ofs, ofs = min(exp2(MAX_LOD) * 4.0, ofs + ofs * aoQuality)) { vec4 t = max(times.xxxx, vec4(time) - (vec4(0.25, 0.5, 0.75, 1.0) - jitter) * ofs); vec4 cos1 = uvs.xyxy + t_phi.xyxy * t.xxyy; vec4 cos2 = uvs.xyxy + t_phi.xyxy * t.zzww; float lod = min(MAX_LOD, max(i - jitter * 4.0, 0.0) * aoQuality); get_max_horizon_grouped(cos1, cos2, pos, lod, h.y); } for (float i = 0.0, ofs = 4.0, time = 1.0; i < MAX_SEARCH_ITER && time < times.y; i++, time += ofs, ofs = min(exp2(MAX_LOD) * 4.0, ofs + ofs * aoQuality)) { vec4 t = min(times.yyyy, vec4(time) + (vec4(0.25, 0.5, 0.75, 1.0) - jitter) * ofs); vec4 cos1 = uvs.xyxy + t_phi.xyxy * t.xxyy; vec4 cos2 = uvs.xyxy + t_phi.xyxy * t.zzww; float lod = min(MAX_LOD, max(i - jitter * 4.0, 0.0) * aoQuality); get_max_horizon_grouped(cos1, cos2, pos, lod, h.x); } return h; } void integrate_slice( vec3 normal, vec2 t_phi, vec2 horizons, inout float visibility, inout vec3 bent_normal) { /* Projecting Normal to Plane P defined by t_phi and omega_o */ vec3 np = vec3(t_phi.y, -t_phi.x, 0.0); /* Normal vector to Integration plane */ vec3 t = vec3(-t_phi, 0.0); vec3 n_proj = normal - np * dot(np, normal); float n_proj_len = max(1e-16, length(n_proj)); float cos_n = clamp(n_proj.z / n_proj_len, -1.0, 1.0); float n = sign(dot(n_proj, t)) * fast_acos(cos_n); /* Angle between view vec and normal */ /* (Slide 54) */ vec2 h = fast_acos(horizons); h.x = -h.x; /* Clamping thetas (slide 58) */ h.x = n + max(h.x - n, -M_PI_2); h.y = n + min(h.y - n, M_PI_2); /* Solving inner integral */ vec2 h_2 = 2.0 * h; vec2 vd = -cos(h_2 - n) + cos_n + h_2 * sin(n); float vis = saturate((vd.x + vd.y) * 0.25 * n_proj_len); visibility += vis; /* O. Klehm, T. Ritschel, E. Eisemann, H.-P. Seidel * Bent Normals and Cones in Screen-space * Sec. 3.1 : Bent normals */ float b_angle = (h.x + h.y) * 0.5; bent_normal += vec3(sin(b_angle) * -t_phi, cos(b_angle)) * vis; } void gtao_deferred( vec3 normal, vec4 noise, float frag_depth, out float visibility, out vec3 bent_normal) { /* Fetch early, hide latency! */ vec4 horizons = texelFetch(horizonBuffer, ivec2(gl_FragCoord.xy), 0); vec4 dirs; dirs.xy = get_ao_dir(noise.x * 0.5); dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5); bent_normal = normal * 1e-8; visibility = 1e-8; horizons = unpack_horizons(horizons); integrate_slice(normal, dirs.xy, horizons.xy, visibility, bent_normal); integrate_slice(normal, dirs.zw, horizons.zw, visibility, bent_normal); bent_normal = normalize(bent_normal / visibility); visibility *= 0.5; /* We integrated 2 slices. */ } void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3 bent_normal) { vec2 uvs = get_uvs_from_view(position); vec2 max_dir = get_max_dir(position.z); vec2 dir = get_ao_dir(noise.x); bent_normal = normal * 1e-8; visibility = 1e-8; /* Only trace in 2 directions. May lead to a darker result but since it's mostly for * alpha blended objects that will have overdraw, we limit the performance impact. */ vec2 horizons = search_horizon_sweep(dir, position, uvs, noise.y, max_dir); integrate_slice(normal, dir, horizons, visibility, bent_normal); bent_normal = normalize(bent_normal / visibility); } /* Multibounce approximation base on surface albedo. * Page 78 in the .pdf version. */ float gtao_multibounce(float visibility, vec3 albedo) { if (aoBounceFac == 0.0) { return visibility; } /* Median luminance. Because Colored multibounce looks bad. */ float lum = dot(albedo, vec3(0.3333)); float a = 2.0404 * lum - 0.3324; float b = -4.7951 * lum + 0.6417; float c = 2.7552 * lum + 0.6903; float x = visibility; return max(x, ((x * a + b) * x + c) * x); } float specular_occlusion(float NV, float AO, float roughness) { return saturate(pow(NV + AO, roughness) - 1.0 + AO); } /* Use the right occlusion */ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out vec3 bent_normal) { #ifndef USE_REFRACTION if ((int(aoSettings) & USE_AO) != 0) { float visibility; vec3 vnor = mat3(ViewMatrix) * N; # ifdef ENABLE_DEFERED_AO gtao_deferred(vnor, rand, gl_FragCoord.z, visibility, bent_normal); # else gtao(vnor, vpos, rand, visibility, bent_normal); # endif /* Prevent some problems down the road. */ visibility = max(1e-3, visibility); if ((int(aoSettings) & USE_BENT_NORMAL) != 0) { /* The bent normal will show the facet look of the mesh. Try to minimize this. */ float mix_fac = visibility * visibility * visibility; bent_normal = normalize(mix(bent_normal, vnor, mix_fac)); bent_normal = transform_direction(ViewMatrixInverse, bent_normal); } else { bent_normal = N; } /* Scale by user factor */ visibility = pow(visibility, aoFactor); return min(visibility, user_occlusion); } #endif bent_normal = N; return user_occlusion; }