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authorDave Parks <davep@lindenlab.com>2011-04-19 12:37:27 -0500
committerDave Parks <davep@lindenlab.com>2011-04-19 12:37:27 -0500
commit12b0b52b99e6f6a6538feba8589566d2f73f82c6 (patch)
treeb4053044a9d9f95aa7fea445ce8873ae744f74b1 /indra/newview/app_settings
parent3cb97cb4d75c40d9519d796dd52d0741d354fc97 (diff)
parentc494e5c0d55b2da2f5aa5ea18fbccb670b2f3107 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings')
-rwxr-xr-xindra/newview/app_settings/settings.xml26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl118
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl83
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl76
9 files changed, 170 insertions, 267 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 73f63458a3..f41f4b7382 100755
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7329,7 +7329,7 @@
<string>Vector3</string>
<key>Value</key>
<array>
- <real>0.40</real>
+ <real>0.80</real>
<real>1.00</real>
<real>0.00</real>
</array>
@@ -7750,6 +7750,18 @@
<key>Value</key>
<real>0</real>
</map>
+
+ <key>RenderDepthOfField</key>
+ <map>
+ <key>Comment</key>
+ <string>Whether to use depth of field effect when lighting and shadows are enabled</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderSpotLightsInNondeferred</key>
<map>
@@ -8086,7 +8098,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0.1</real>
+ <real>0</real>
</map>
<key>RenderGIAmbiance</key>
@@ -8306,9 +8318,9 @@
<string>Vector3</string>
<key>Value</key>
<array>
- <real>0.299</real>
- <real>0.587</real>
- <real>0.114</real>
+ <real>1</real>
+ <real>0</real>
+ <real>0</real>
</array>
</map>
<key>RenderGlowMaxExtractAlpha</key>
@@ -8320,7 +8332,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0.065</real>
+ <real>0.25</real>
</map>
<key>RenderGlowMinLuminance</key>
<map>
@@ -8331,7 +8343,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>2.5</real>
+ <real>9999</real>
</map>
<key>RenderGlowResolutionPow</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index b08c5dd295..28a38d4390 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -10,7 +10,6 @@
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D diffuseMap;
-uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -45,8 +44,6 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- vec3 samp_pos = getPosition(frag).xyz;
-
vec4 pos = vec4(vary_position, 1.0);
vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index ea2df4b51a..d9f021b114 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -39,44 +39,49 @@ vec4 getPosition(vec2 pos_screen)
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
+ vec2 tc = vary_fragcoord.xy;
+ vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
+ vec3 pos = getPosition(tc).xyz;
+ vec4 ccol = texture2DRect(lightMap, tc).rgba;
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
-
dlt /= max(-pos.z*dist_factor, 1.0);
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
-
+
+ // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
+ float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
+
+ // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
+ tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
+
for (int i = 1; i < 4; i++)
{
- vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
+ vec2 samptc = tc + kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
+ if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
for (int i = 1; i < 4; i++)
{
- vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
+ vec2 samptc = tc - kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
+ if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
-
-
col /= defined_weight.xyxx;
+ col.y *= col.y;
gl_FragColor = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 7a6b40006b..f377685045 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -36,86 +36,97 @@ float getDepth(vec2 pos_screen)
return p.z/p.w;
}
-void dofSample(inout vec4 diff, inout float w, float fd, float x, float y)
+float calc_cof(float depth)
+{
+ float sc = abs(depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
+
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
+
+ sc = sc/pixel_length;
+ sc *= 1.414;
+
+ return sc;
+}
+
+void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
{
- vec2 tc = vary_fragcoord.xy+vec2(x,y);
float d = getDepth(tc);
+ float sc = calc_cof(d);
+
float wg = 1.0;
- //if (d < fd)
- //{
- // diff += texture2DRect(diffuseRect, tc);
- // w = 1.0;
- //}
- if (d > fd)
- {
- wg = max(d/fd, 0.1);
- }
+
+ vec4 s = texture2DRect(diffuseRect, tc);
+ // de-weight dull areas to make highlights 'pop'
+ wg *= s.r+s.g+s.b;
+
+ diff += wg*s;
- diff += texture2DRect(diffuseRect, tc+vec2(0.5,0.5))*wg*0.25;
- diff += texture2DRect(diffuseRect, tc+vec2(-0.5,0.5))*wg*0.25;
- diff += texture2DRect(diffuseRect, tc+vec2(0.5,-0.5))*wg*0.25;
- diff += texture2DRect(diffuseRect, tc+vec2(-0.5,-0.5))*wg*0.25;
w += wg;
}
-void dofSampleNear(inout vec4 diff, inout float w, float x, float y)
+void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
{
- vec2 tc = vary_fragcoord.xy+vec2(x,y);
+ float d = getDepth(tc);
+
+ float sc = calc_cof(d);
+
+ if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
+ || d < cur_depth) //sampled pixel is further away than current pixel
+ {
+ float wg = 1.0;
- diff += texture2DRect(diffuseRect, tc);
- w += 1.0;
+ vec4 s = texture2DRect(diffuseRect, tc);
+ // de-weight dull areas to make highlights 'pop'
+ wg *= s.r+s.g+s.b;
+
+ diff += wg*s;
+
+ w += wg;
+ }
}
+
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
-
+
vec2 tc = vary_fragcoord.xy;
- float sc = 0.75;
+ float depth = getDepth(tc);
- float depth;
- depth = getDepth(tc);
-
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- { //pixel is behind far focal plane
+ {
float w = 1.0;
- sc = (abs(depth-focal_distance)/-depth)*blur_constant;
-
- sc /= magnification;
-
- // tan_pixel_angle = pixel_length/-depth;
- float pixel_length = tan_pixel_angle*-focal_distance;
-
- sc = sc/pixel_length;
-
- //diff.r = sc;
-
- sc = min(abs(sc), 8.0);
-
- //sc = 4.0;
+ float sc = calc_cof(depth);
+ sc = min(abs(sc), 10.0);
float fd = depth*0.5f;
- while (sc > 0.5)
+ float PI = 3.14159265358979323846264;
+
+ // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
+ //if (depth < focal_distance)
{
- dofSample(diff,w, fd, sc,sc);
- dofSample(diff,w, fd, -sc,sc);
- dofSample(diff,w, fd, sc,-sc);
- dofSample(diff,w, fd, -sc,-sc);
-
- sc -= 0.5;
- float sc2 = sc*1.414;
- dofSample(diff,w, fd, 0,sc2);
- dofSample(diff,w, fd, 0,-sc2);
- dofSample(diff,w, fd, -sc2,0);
- dofSample(diff,w, fd, sc2,0);
- sc -= 0.5;
+ while (sc > 0.5)
+ {
+ int its = int(max(1.0,(sc*3.7)));
+ for (int i=0; i<its; ++i)
+ {
+ float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
+ float samp_x = sc*sin(ang);
+ float samp_y = sc*cos(ang);
+ // you could test sample coords against an interesting non-circular aperture shape here, if desired.
+ dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ }
+ sc -= 1.0;
+ }
}
diff /= w;
@@ -123,5 +134,4 @@ void main()
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 1e0693d19f..25ff958107 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -53,57 +53,49 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
float ret = 1.0;
- float dist = dot(pos.xyz,pos.xyz);
-
- if (dist < 64.0*64.0)
- {
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
- float angle_hidden = 0.0;
- int points = 0;
+ float angle_hidden = 0.0;
+ int points = 0;
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
- //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
- // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
- ret = (1.0 - (float(points != 0) * angle_hidden));
- ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
- }
+ ret = (1.0 - (float(points != 0) * angle_hidden));
return min(ret, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 32aab152a3..1dd29bfc70 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -14,7 +14,6 @@ uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -70,8 +69,6 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- vec3 samp_pos = getPosition(frag).xyz;
-
float shadow = 1.0;
vec4 pos = vec4(vary_position, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl
deleted file mode 100644
index ea2df4b51a..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl
+++ /dev/null
@@ -1,83 +0,0 @@
-/**
- * @file blurLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform vec3 kern[4];
-uniform float kern_scale;
-
-varying vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
-
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
-
-
-
- col /= defined_weight.xyxx;
-
- gl_FragColor = col;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl
deleted file mode 100644
index c2d05c601a..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-/**
- * @file blurLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index cc921f23d7..08b16d787f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -62,58 +62,50 @@ vec4 getPosition(vec2 pos_screen)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
float ret = 1.0;
-
- float dist = dot(pos.xyz,pos.xyz);
-
- if (dist < 64.0*64.0)
- {
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
- float angle_hidden = 0.0;
- int points = 0;
+ float angle_hidden = 0.0;
+ int points = 0;
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
- //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
- // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
- ret = (1.0 - (float(points != 0) * angle_hidden));
- ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
- }
+ ret = (1.0 - (float(points != 0) * angle_hidden));
return min(ret, 1.0);
}