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- // From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/
- // and improvements here http://graphics.cs.williams.edu/papers/SAOHPG12/
- uniform sampler2D dtex;
- uniform float radius;
- uniform float k = 1.5;
- uniform float sigma = 1.;
- out float AO;
- const float tau = 7.;
- const float beta = 0.002;
- const float epsilon = .00001;
- #define SAMPLES 16
- const float invSamples = 1. / SAMPLES;
- vec3 getXcYcZc(int x, int y, float zC)
- {
- // We use perspective symetric projection matrix hence P(0,2) = P(1, 2) = 0
- float xC= (2 * (float(x)) / screen.x - 1.) * zC / ProjectionMatrix[0][0];
- float yC= (2 * (float(y)) / screen.y - 1.) * zC / ProjectionMatrix[1][1];
- return vec3(xC, yC, zC);
- }
- void main(void)
- {
- vec2 uv = gl_FragCoord.xy / screen;
- float lineardepth = textureLod(dtex, uv, 0.).x;
- int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
- vec3 FragPos = getXcYcZc(x, y, lineardepth);
- // get the normal of current fragment
- vec3 ddx = dFdx(FragPos);
- vec3 ddy = dFdy(FragPos);
- vec3 norm = normalize(cross(ddy, ddx));
- float r = radius / FragPos.z;
- float phi = 3. * (x ^ y) + x * y;
- float bl = 0.0;
- float m = log2(r) + 6 + log2(invSamples);
- float theta = 2. * 3.14 * tau * .5 * invSamples + phi;
- vec2 rotations = vec2(cos(theta), sin(theta)) * screen;
- vec2 offset = vec2(cos(invSamples), sin(invSamples));
- for(int i = 0; i < SAMPLES; ++i) {
- float alpha = (i + .5) * invSamples;
- rotations = vec2(rotations.x * offset.x - rotations.y * offset.y, rotations.x * offset.y + rotations.y * offset.x);
- float h = r * alpha;
- vec2 localoffset = h * rotations;
- m = m + .5;
- ivec2 ioccluder_uv = ivec2(x, y) + ivec2(localoffset);
- if (ioccluder_uv.x < 0 || ioccluder_uv.x > screen.x || ioccluder_uv.y < 0 || ioccluder_uv.y > screen.y) continue;
- float LinearoccluderFragmentDepth = textureLod(dtex, vec2(ioccluder_uv) / screen, max(m, 0.)).x;
- vec3 OccluderPos = getXcYcZc(ioccluder_uv.x, ioccluder_uv.y, LinearoccluderFragmentDepth);
- vec3 vi = OccluderPos - FragPos;
- bl += max(0, dot(vi, norm) - FragPos.z * beta) / (dot(vi, vi) + epsilon);
- }
- AO = max(pow(1.0 - min(2. * sigma * bl * invSamples, 0.99), k), 0.);
- }
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