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33 lines
1.4 KiB
GLSL
33 lines
1.4 KiB
GLSL
// S4AO (Stupid Simple Screen Space Ambient Occlusion) - Jonathan Dummer (O1S)
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// This micro version uses only 3 depth samples, the midpoint and a randomly-rotated, balanced pair.
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const mediump float ssao_falloff_frac = 0.25;
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// Perform the SSAO.
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float s4ao(vec2 UV) {
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#ifdef USE_MULTIVIEW
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mediump float depth = texture(depth_buffer_array, vec3(UV, view)).r;
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#else
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mediump float depth = texture(depth_buffer, UV).r;
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#endif
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mediump float inv_falloff = 1.0f / max(1e-4f, depth * ssao_falloff_frac);
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// Random 2D rotation per pixel (0..1 -> parabola approximating a 180 deg arc)
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mediump float r01 = fract(dot(UV, ssao_prn_UV));
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mediump vec2 duv = vec2(r01 - 0.5f, 2.0f * (r01 - r01 * r01)) * (2.0f * depth * ssao_radius_frac); // 180 degrees.
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// Grab the samples and determine the occlusion.
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mediump float occlusion = 0.0f;
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for (int s = 0; s < 2; ++s) {
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#ifdef USE_MULTIVIEW
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mediump float dz = texture(depth_buffer_array, vec3(UV + duv, view)).r - depth;
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#else
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mediump float dz = texture(depth_buffer, UV + duv).r - depth;
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#endif
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// How 'directly overhead' is it? Factor in the falloff depth.
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occlusion += normalize(vec3(duv, dz)).z * mix(1.0f, 0.0f, dz * inv_falloff);
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// Mirror the next sample.
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duv = -duv;
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}
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// Adjust the occlusion for intensity, and # samples.
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occlusion = 1.0f - clamp(occlusion * 0.5f * ssao_intensity, 0.0f, 1.0f);
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return occlusion * occlusion;
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}
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