You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Implemented a very simple SSAO in GLES3.
This commit is contained in:
@@ -87,7 +87,11 @@ void PostEffects::_draw_screen_triangle() {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, float p_srgb_white, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
|
||||
void PostEffects::post_copy(
|
||||
GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color,
|
||||
GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius,
|
||||
Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity,
|
||||
float p_srgb_white, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_BLEND);
|
||||
@@ -103,6 +107,19 @@ void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuin
|
||||
if (p_glow_buffers != nullptr) {
|
||||
flags |= PostShaderGLES3::USE_GLOW;
|
||||
}
|
||||
if (p_ssao_enabled) {
|
||||
if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_VERY_LOW) {
|
||||
flags |= PostShaderGLES3::USE_SSAO_ABYSS;
|
||||
} else if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_LOW) {
|
||||
flags |= PostShaderGLES3::USE_SSAO_LOW;
|
||||
} else if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_HIGH) {
|
||||
flags |= PostShaderGLES3::USE_SSAO_HIGH;
|
||||
} else if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_ULTRA) {
|
||||
flags |= PostShaderGLES3::USE_SSAO_MEGA;
|
||||
} else {
|
||||
flags |= PostShaderGLES3::USE_SSAO_MED;
|
||||
}
|
||||
}
|
||||
if (p_luminance_multiplier != 1.0) {
|
||||
flags |= PostShaderGLES3::USE_LUMINANCE_MULTIPLIER;
|
||||
}
|
||||
@@ -118,6 +135,20 @@ void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuin
|
||||
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
if (p_ssao_enabled) {
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(texture_target, p_source_depth);
|
||||
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Thanks to mrjustaguy!
|
||||
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
post.shader.version_set_uniform(PostShaderGLES3::SSAO_INTENSITY, p_ssao_strength, post.shader_version, mode, flags);
|
||||
post.shader.version_set_uniform(PostShaderGLES3::SSAO_RADIUS_FRAC, p_ssao_radius, post.shader_version, mode, flags);
|
||||
post.shader.version_set_uniform(PostShaderGLES3::SSAO_PRN_UV, // This converts the UV coordinate into a pseudo-random number.
|
||||
p_source_size.x * 1.087f * ((1.0f + sqrt(5.0f)) / 2.0f),
|
||||
p_source_size.y * 1.087f * ((9.0f + sqrt(221.0f)) / 10.0f),
|
||||
post.shader_version, mode, flags);
|
||||
}
|
||||
|
||||
if (p_glow_buffers != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, p_glow_buffers[0].color);
|
||||
@@ -137,6 +168,10 @@ void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuin
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
if (p_ssao_enabled) {
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(texture_target, 0);
|
||||
}
|
||||
|
||||
// Return back to nearest
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
@@ -58,7 +58,10 @@ public:
|
||||
PostEffects();
|
||||
~PostEffects();
|
||||
|
||||
void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, float p_srgb_white, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);
|
||||
void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color,
|
||||
GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius,
|
||||
Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity,
|
||||
float p_srgb_white, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);
|
||||
};
|
||||
|
||||
} //namespace GLES3
|
||||
|
||||
@@ -1114,6 +1114,7 @@ void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::Environment
|
||||
}
|
||||
|
||||
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
|
||||
ssao_quality = p_quality;
|
||||
}
|
||||
|
||||
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
|
||||
@@ -2275,6 +2276,15 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
|
||||
}
|
||||
}
|
||||
|
||||
bool ssao_enabled = false;
|
||||
if (p_environment.is_valid()) {
|
||||
ssao_enabled = environment_get_ssao_enabled(p_environment);
|
||||
if (ssao_enabled) {
|
||||
// If SSAO is enabled, we apply tonemapping etc. in post, so disable it during rendering
|
||||
apply_color_adjustments_in_post = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Assign render data
|
||||
// Use the format from rendererRD
|
||||
RenderDataGLES3 render_data;
|
||||
@@ -2552,6 +2562,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glViewport(0, 0, rb->internal_size.x, rb->internal_size.y);
|
||||
|
||||
// If SSAO is enabled, we definitely need the depth buffer.
|
||||
if (ssao_enabled) {
|
||||
scene_state.used_depth_texture = true;
|
||||
}
|
||||
|
||||
// Do depth prepass if it's explicitly enabled
|
||||
bool use_depth_prepass = config->use_depth_prepass;
|
||||
|
||||
@@ -2835,6 +2850,18 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
|
||||
rb->check_glow_buffers();
|
||||
}
|
||||
|
||||
// Check if we want and can have SSAO.
|
||||
bool ssao_enabled = false;
|
||||
float ssao_strength = 4.0;
|
||||
float ssao_radius = 0.5;
|
||||
if (p_render_data->environment.is_valid()) {
|
||||
ssao_enabled = environment_get_ssao_enabled(p_render_data->environment);
|
||||
// This SSAO is not implemented the same way, but uses the intensity and radius
|
||||
// in a similar way. The parameters are scaled so the SSAO defaults look ok.
|
||||
ssao_strength = environment_get_ssao_intensity(p_render_data->environment) * 2.0;
|
||||
ssao_radius = environment_get_ssao_radius(p_render_data->environment) * 0.5;
|
||||
}
|
||||
|
||||
uint64_t bcs_spec_constants = 0;
|
||||
if (p_render_data->environment.is_valid()) {
|
||||
bool use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
|
||||
@@ -2882,6 +2909,10 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
|
||||
if (fbo_int != 0) {
|
||||
// Apply glow/bloom if requested? then populate our glow buffers
|
||||
GLuint color = fbo_int != 0 ? rb->get_internal_color() : texture_storage->render_target_get_color(render_target);
|
||||
|
||||
// We need to pass this in for SSAO.
|
||||
GLuint depth_buffer = fbo_int != 0 ? rb->get_internal_depth() : texture_storage->render_target_get_depth(render_target);
|
||||
|
||||
const GLES3::Glow::GLOWLEVEL *glow_buffers = nullptr;
|
||||
if (glow_enabled) {
|
||||
glow_buffers = rb->get_glow_buffers();
|
||||
@@ -2898,7 +2929,10 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
|
||||
}
|
||||
|
||||
// Copy color buffer
|
||||
post_effects->post_copy(fbo_rt, target_size, color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, srgb_white, 0, false, bcs_spec_constants);
|
||||
post_effects->post_copy(fbo_rt, target_size, color,
|
||||
depth_buffer, ssao_enabled, ssao_quality, ssao_strength, ssao_radius,
|
||||
internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity,
|
||||
srgb_white, 0, false, bcs_spec_constants);
|
||||
|
||||
// Copy depth buffer
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int);
|
||||
@@ -2945,6 +2979,9 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
|
||||
const GLES3::Glow::GLOWLEVEL *glow_buffers = nullptr;
|
||||
GLuint source_color = fbo_int != 0 ? rb->get_internal_color() : texture_storage->render_target_get_color(render_target);
|
||||
|
||||
// Moved this up so SSAO could use it too.
|
||||
GLuint read_depth = rb->get_internal_depth();
|
||||
|
||||
if (glow_enabled) {
|
||||
glow_buffers = rb->get_glow_buffers();
|
||||
|
||||
@@ -2966,11 +3003,13 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
|
||||
post_effects->post_copy(fbos[2], target_size, source_color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, srgb_white, v, true, bcs_spec_constants);
|
||||
post_effects->post_copy(fbos[2], target_size, source_color,
|
||||
read_depth, ssao_enabled, ssao_quality, ssao_strength, ssao_radius,
|
||||
internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity,
|
||||
srgb_white, v, true, bcs_spec_constants);
|
||||
}
|
||||
|
||||
// Copy depth
|
||||
GLuint read_depth = rb->get_internal_depth();
|
||||
GLuint write_depth = texture_storage->render_target_get_depth(render_target);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
|
||||
|
||||
@@ -10,6 +10,11 @@ USE_LUMINANCE_MULTIPLIER = false
|
||||
USE_BCS = false
|
||||
USE_COLOR_CORRECTION = false
|
||||
USE_1D_LUT = false
|
||||
USE_SSAO_ABYSS = false
|
||||
USE_SSAO_LOW = false
|
||||
USE_SSAO_MED = false
|
||||
USE_SSAO_HIGH = false
|
||||
USE_SSAO_MEGA = false
|
||||
|
||||
#[vertex]
|
||||
layout(location = 0) in vec2 vertex_attrib;
|
||||
@@ -86,6 +91,29 @@ vec3 apply_color_correction(vec3 color) {
|
||||
#endif // USE_1D_LUT
|
||||
#endif // USE_COLOR_CORRECTION
|
||||
|
||||
#if defined(USE_SSAO_ABYSS) || defined(USE_SSAO_LOW) || defined(USE_SSAO_MED) || defined(USE_SSAO_HIGH) || defined(USE_SSAO_MEGA)
|
||||
#define USE_SOME_SSAO
|
||||
uniform float ssao_intensity;
|
||||
uniform float ssao_radius_frac;
|
||||
uniform vec2 ssao_prn_UV;
|
||||
#ifdef USE_MULTIVIEW
|
||||
// VR will have 2 depth buffers.
|
||||
uniform sampler2DArray depth_buffer_array; // texunit:3
|
||||
#else
|
||||
uniform sampler2D depth_buffer; // texunit:3
|
||||
#endif
|
||||
#if defined(USE_SSAO_ABYSS)
|
||||
// Use the tiny 2-sample version.
|
||||
#include "../s4ao_micro_inc.glsl"
|
||||
#elif defined(USE_SSAO_HIGH) || defined(USE_SSAO_MEGA)
|
||||
// Use the rings version for the higher qualities.
|
||||
#include "../s4ao_mega_inc.glsl"
|
||||
#else
|
||||
// Use the more generic NxN grid version.
|
||||
#include "../s4ao_inc.glsl"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
in vec2 uv_interp;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
@@ -131,6 +159,11 @@ void main() {
|
||||
|
||||
color.rgb = srgb_to_linear(color.rgb);
|
||||
|
||||
#if defined(USE_SOME_SSAO)
|
||||
// Putting SSAO after the conversion to linear color, though it might be better before the glow.
|
||||
color.rgb *= s4ao(uv_interp); // The USE_SSAO_X controls the number of samples.
|
||||
#endif
|
||||
|
||||
color.rgb = apply_tonemapping(color.rgb, white);
|
||||
|
||||
#ifdef USE_BCS
|
||||
|
||||
63
drivers/gles3/shaders/s4ao_inc.glsl
Normal file
63
drivers/gles3/shaders/s4ao_inc.glsl
Normal file
@@ -0,0 +1,63 @@
|
||||
// S4AO (Stupid Simple Screen Space Ambient Occlusion) - Jonathan Dummer (O1S)
|
||||
|
||||
// The sample_width should be even, else the midpoint is at UV.
|
||||
// Takes sample_width^2 samples in a grid, with the corners notched.
|
||||
#if defined(USE_SSAO_LOW)
|
||||
const int sample_width = 2;
|
||||
#elif defined(USE_SSAO_HIGH)
|
||||
const int sample_width = 6;
|
||||
#else
|
||||
const int sample_width = 4;
|
||||
#endif
|
||||
const int notch_01 = int(sample_width > 3); // Set to 1 to skip the corner samples, 0 to include them.
|
||||
const float sample_mid = (float(sample_width) - 1.0) * 0.50001; // Can't be exactly 0.5 in case sample_width is odd.
|
||||
#if defined(USE_SSAO_LOW)
|
||||
const float inv_half_width = 1.0 / sample_mid; // The 2x2 sampling looks wider as all samples are at radius.
|
||||
#else
|
||||
const float inv_half_width = 1.7 / sample_mid; // Bake in the 1.7 scale for the random rotation.
|
||||
#endif
|
||||
const float average_samples = 1.0 / float(sample_width * sample_width - 4 * notch_01); // 1 / number_of_samples
|
||||
const float ssao_falloff_frac = 0.25;
|
||||
// Perform the SSAO.
|
||||
float s4ao(vec2 UV) {
|
||||
#ifdef USE_MULTIVIEW
|
||||
float depth = texture(depth_buffer_array, vec3(UV, view)).r;
|
||||
#else
|
||||
float depth = texture(depth_buffer, UV).r;
|
||||
#endif
|
||||
float radius = max(1e-4f, depth * ssao_radius_frac);
|
||||
float inv_falloff = 1.0f / max(1e-4f, depth * ssao_falloff_frac);
|
||||
// Random 2D rotation per pixel (+/-45 deg, with 0 having a lower probability).
|
||||
// The random cosine vector is vec2( 0.5, -0.5 to +0.5 ) and *1.7 makes the average length ~ 1.
|
||||
vec2 rcos = (inv_half_width * radius) * vec2(0.5f, fract(dot(UV, ssao_prn_UV)) - 0.5f);
|
||||
vec2 rsin = rcos.yx * vec2(-1, 1); // Perpendicular to the random cosine vector.
|
||||
// Grab the samples and determine the occlusion.
|
||||
float occlusion = 0.0f;
|
||||
vec2 base_duv = -sample_mid * rsin;
|
||||
for (int j = sample_width; --j >= 0;) {
|
||||
#if defined(USE_SSAO_LOW)
|
||||
// Low quality uses 2x2 samples, no notching.
|
||||
vec2 duv = -sample_mid * rcos + base_duv;
|
||||
for (int i = sample_width; --i >= 0;) {
|
||||
#else
|
||||
// Will uses 4x4 or 6x6 samples, with the corners notched out.
|
||||
int o = /*notch_01 &*/ int((j <= 0) || (j >= (sample_width - 1))); // Notch corners of the grid.
|
||||
vec2 duv = (float(o) - sample_mid) * rcos + base_duv;
|
||||
for (int i = sample_width - o - o; --i >= 0;) {
|
||||
#endif
|
||||
#ifdef USE_MULTIVIEW
|
||||
float dz = texture(depth_buffer_array, vec3(UV + duv, view)).r - depth;
|
||||
#else
|
||||
float dz = texture(depth_buffer, UV + duv).r - depth;
|
||||
#endif
|
||||
float validity = smoothstep(1.0f, 0.0f, dz * inv_falloff);
|
||||
occlusion += normalize(vec3(duv, dz)).z * validity; // How 'directly overhead' is it?
|
||||
duv += rcos; // March along the rcos direction with i.
|
||||
}
|
||||
base_duv += rsin; // March along the rsin direction with j.
|
||||
}
|
||||
// Adjust the occlusion for intensity, and # samples.
|
||||
occlusion *= ssao_intensity * average_samples;
|
||||
occlusion = clamp(1.0f - occlusion, 0.0f, 1.0f);
|
||||
return occlusion * occlusion;
|
||||
}
|
||||
50
drivers/gles3/shaders/s4ao_mega_inc.glsl
Normal file
50
drivers/gles3/shaders/s4ao_mega_inc.glsl
Normal file
@@ -0,0 +1,50 @@
|
||||
// S4AO (Stupid Simple Screen Space Ambient Occlusion) - Jonathan Dummer (O1S)
|
||||
// The mega version uses N concentric rings of samples.
|
||||
|
||||
#if defined(USE_SSAO_MEGA)
|
||||
const int rings = 4; // Start with the outer ring.
|
||||
const int samps[] = int[](24, 18, 12, 6); // ( 9, 6, 3 ) is a minimum, but I want better.
|
||||
#else
|
||||
const int rings = 3; // Start with the outer ring.
|
||||
const int samps[] = int[](15, 10, 5, 1); // ( 9, 6, 3 ) is a minimum, but I want better.
|
||||
#endif
|
||||
const float average_samples = 1.0 / float(samps[0] + samps[1] * int(rings > 1) + samps[2] * int(rings > 2) + samps[3] * int(rings > 3));
|
||||
const float ssao_falloff_frac = 0.25;
|
||||
// Perform the SSAO.
|
||||
float s4ao(vec2 UV) {
|
||||
#ifdef USE_MULTIVIEW
|
||||
float depth = texture(depth_buffer_array, vec3(UV, view)).r;
|
||||
#else
|
||||
float depth = texture(depth_buffer, UV).r;
|
||||
#endif
|
||||
float inv_falloff = 1.0f / max(1e-4f, depth * ssao_falloff_frac);
|
||||
// Random 2D rotation per pixel (0..1 -> parabola approximating a 180 deg arc)
|
||||
float r01 = fract(dot(UV, ssao_prn_UV));
|
||||
vec2 rcos = vec2(r01 - 0.5f, 2.0f * (r01 - r01 * r01)) * (2.0f * depth * ssao_radius_frac); // 180 degrees.
|
||||
vec2 rsin = rcos.yx * vec2(-1, 1); // Perpendicular to the random cosine vector.
|
||||
// Grab the samples and determine the occlusion.
|
||||
float occlusion = 0.0f;
|
||||
float ring_shrink = 0.75f; // Shrink every ring.
|
||||
for (int r = 0; r < rings; ++r) {
|
||||
float dt = (6.283185307f) / float(samps[r]);
|
||||
float t = float(r & 1) * 0.5f * dt;
|
||||
for (int s = 0; s < samps[r]; ++s) {
|
||||
vec2 duv = cos(t) * rcos + sin(t) * rsin;
|
||||
#ifdef USE_MULTIVIEW
|
||||
float dz = texture(depth_buffer_array, vec3(UV + duv, view)).r - depth;
|
||||
#else
|
||||
float dz = texture(depth_buffer, UV + duv).r - depth;
|
||||
#endif
|
||||
// How 'directly overhead' is it? Factor in the falloff depth.
|
||||
occlusion += normalize(vec3(duv, dz)).z * smoothstep(1.0f, 0.0f, dz * inv_falloff);
|
||||
t += dt;
|
||||
}
|
||||
// The next ring will be smaller.
|
||||
rcos *= ring_shrink;
|
||||
rsin *= ring_shrink;
|
||||
}
|
||||
// Adjust the occlusion for intensity, and # samples.
|
||||
occlusion *= ssao_intensity * average_samples;
|
||||
occlusion = 1.0f - clamp(occlusion, 0.0f, 1.0f);
|
||||
return occlusion * occlusion;
|
||||
}
|
||||
32
drivers/gles3/shaders/s4ao_micro_inc.glsl
Normal file
32
drivers/gles3/shaders/s4ao_micro_inc.glsl
Normal file
@@ -0,0 +1,32 @@
|
||||
// S4AO (Stupid Simple Screen Space Ambient Occlusion) - Jonathan Dummer (O1S)
|
||||
// This micro version uses only 3 depth samples, the midpoint and a randomly-rotated, balanced pair.
|
||||
|
||||
const mediump float ssao_falloff_frac = 0.25;
|
||||
// Perform the SSAO.
|
||||
float s4ao(vec2 UV) {
|
||||
#ifdef USE_MULTIVIEW
|
||||
mediump float depth = texture(depth_buffer_array, vec3(UV, view)).r;
|
||||
#else
|
||||
mediump float depth = texture(depth_buffer, UV).r;
|
||||
#endif
|
||||
mediump float inv_falloff = 1.0f / max(1e-4f, depth * ssao_falloff_frac);
|
||||
// Random 2D rotation per pixel (0..1 -> parabola approximating a 180 deg arc)
|
||||
mediump float r01 = fract(dot(UV, ssao_prn_UV));
|
||||
mediump vec2 duv = vec2(r01 - 0.5f, 2.0f * (r01 - r01 * r01)) * (2.0f * depth * ssao_radius_frac); // 180 degrees.
|
||||
// Grab the samples and determine the occlusion.
|
||||
mediump float occlusion = 0.0f;
|
||||
for (int s = 0; s < 2; ++s) {
|
||||
#ifdef USE_MULTIVIEW
|
||||
mediump float dz = texture(depth_buffer_array, vec3(UV + duv, view)).r - depth;
|
||||
#else
|
||||
mediump float dz = texture(depth_buffer, UV + duv).r - depth;
|
||||
#endif
|
||||
// How 'directly overhead' is it? Factor in the falloff depth.
|
||||
occlusion += normalize(vec3(duv, dz)).z * mix(1.0f, 0.0f, dz * inv_falloff);
|
||||
// Mirror the next sample.
|
||||
duv = -duv;
|
||||
}
|
||||
// Adjust the occlusion for intensity, and # samples.
|
||||
occlusion = 1.0f - clamp(occlusion * 0.5f * ssao_intensity, 0.0f, 1.0f);
|
||||
return occlusion * occlusion;
|
||||
}
|
||||
Reference in New Issue
Block a user