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/* 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++) {
int sample_index = x + (int(ssao_iteration) * num_samples);
if (sample_index > 500) {
continue;
}
/* 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[sample_index].xy, rotX),
dot(ssao_samples[sample_index].xy, rotY));
dir_jittered.xy *= ssao_samples[sample_index].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(depthBuffer, 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;
}
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