139 lines
2.8 KiB
GLSL
139 lines
2.8 KiB
GLSL
//Common//
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#include "/lib/common.glsl"
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//Varyings//
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#ifdef AO
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varying vec2 texCoord;
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#endif
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FSH
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//Uniforms//
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#ifdef AO
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uniform float far, near;
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uniform float frameTimeCounter;
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uniform float viewWidth, viewHeight, aspectRatio;
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uniform mat4 gbufferProjection;
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uniform sampler2D depthtex0;
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#endif
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//Common Functions//
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#ifdef AO
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float GetLinearDepth(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near));
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}
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vec2 OffsetDist(float x, int s) {
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float n = fract(x * 1.414) * 3.1415;
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return vec2(cos(n), sin(n)) * x / s;
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}
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float AmbientOcclusion(sampler2D depth, vec2 coord, float dither) {
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float ao = 0.0;
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#if AO_QUALITY == 1
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#if AA > 1
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int samples = 12;
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#else
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int samples = 4;
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#endif
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#endif
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#if AO_QUALITY == 2
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int samples = 4;
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#endif
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#if AO_QUALITY == 3
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int samples = 12;
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#endif
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#if AO_QUALITY == 1 && AA > 1
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coord *= 2.0;
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coord += 0.5 / vec2(viewWidth, viewHeight);
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if (coord.x < 0.0 || coord.x > 1.0 || coord.y < 0.0 || coord.y > 1.0) return 1.0;
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#endif
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#if AA > 1
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dither = fract(frameTimeCounter * 4.0 + dither);
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#endif
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float d = texture2D(depth, coord).r;
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if(d >= 1.0) return 1.0;
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float hand = float(d < 0.56);
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d = GetLinearDepth(d);
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float sampleDepth = 0.0, angle = 0.0, dist = 0.0;
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float fovScale = gbufferProjection[1][1] / 1.37;
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float distScale = max((far - near) * d + near, 6.0);
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vec2 scale = vec2(0.175, 0.35) * vec2(1.0 / aspectRatio, 1.0) * fovScale / distScale;
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for(int i = 1; i <= samples; i++) {
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vec2 offset = OffsetDist(i + dither, samples) * scale;
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sampleDepth = GetLinearDepth(texture2D(depth, coord + offset).r);
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float aosample = (far - near) * (d - sampleDepth) * 2.0;
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if (hand > 0.5) aosample *= 1024.0;
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angle = clamp(0.5 - aosample, 0.0, 1.0);
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dist = clamp(0.5 * aosample - 1.0, 0.0, 1.0);
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sampleDepth = GetLinearDepth(texture2D(depth, coord - offset).r);
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aosample = (far - near) * (d - sampleDepth) * 2.0;
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if (hand > 0.5) aosample *= 1024.0;
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angle += clamp(0.5 - aosample, 0.0, 1.0);
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dist += clamp(0.5 * aosample - 1.0, 0.0, 1.0);
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ao += clamp(angle + dist, 0.0, 1.0);
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}
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ao /= samples;
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return ao;
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}
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#endif
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//Includes//
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#ifdef AO
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#include "/lib/util/dither.glsl"
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#endif
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//Program//
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void main() {
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#ifdef AO
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float ao = AmbientOcclusion(depthtex0, texCoord, Bayer64(gl_FragCoord.xy));
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#else
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float ao = 1.0;
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#endif
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/* DRAWBUFFERS:4 */
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gl_FragData[0] = vec4(ao, 0.0, 0.0, 1.0);
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}
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#endif
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//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
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#ifdef VSH
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//Uniforms//
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#ifdef AO
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uniform mat4 gbufferModelView;
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#endif
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//Common Variables//
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//Program//
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void main() {
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#ifdef AO
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texCoord = gl_MultiTexCoord0.xy;
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gl_Position = ftransform();
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#else
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gl_Position = vec4(0.0);
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#endif
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}
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#endif
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