Pulled SSAO out into its own shader to support running at a lower-than-native framebuffer resolution (defaults at half-resolution [SHRenderSSAOResolutionScale=.5] ). This doesn't improve the slow ssao/shadow softening, however, as that bit remains unchanged.

This commit is contained in:
Shyotl
2013-12-13 02:19:57 -06:00
parent 78e3d61b98
commit 7da8b012e6
13 changed files with 445 additions and 207 deletions

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@@ -0,0 +1,140 @@
/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec2 vary_fragcoord;
uniform sampler2DRect depthMapDownsampled;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform float downsampled_depth_scale;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMapDownsampled, pos_screen.xy*downsampled_depth_scale).r;
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;
}
vec2 getKern(int i)
{
vec2 kern[8];
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * (0.125*0.125*.9+.1);
kern[1] = vec2(1.0, 0.0) * (0.250*0.250*.9+.1);
kern[2] = vec2(0.0, 1.0) * (0.375*0.375*.9+.1);
kern[3] = vec2(0.0, -1.0) * (0.500*0.500*.9+.1);
kern[4] = vec2(0.7071, 0.7071) * (0.625*0.625*.9+.1);
kern[5] = vec2(-0.7071, -0.7071) * (0.750*0.750*.9+.1);
kern[6] = vec2(-0.7071, 0.7071) * (0.875*0.875*.9+.1);
kern[7] = vec2(0.7071, -0.7071) * (1.000*1.000*.9+.1);
return kern[i];
}
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
vec2 pos_screen = vary_fragcoord.xy;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
// We treat the first sample as the origin, which definitely doesn't obscure itself thanks to being visible for sampling in the first place.
float points = 1.0;
float angle_hidden = 0.0;
// use a kernel scale that diminishes with distance.
// a scale of less than 32 is just wasting good samples, though.
float scale = max(32.0, min(ssao_radius / -pos.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(getKern(i), noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
vec3 diff = samppos_world - pos.xyz;
if (diff.z < ssao_factor && diff.z != 0.0)
{
float dist = length(diff);
float angrel = max(0.0, dot(norm.xyz, diff/dist));
float distrel = 1.0/(1.0+dist*dist);
float samplehidden = min(angrel, distrel);
angle_hidden += (samplehidden);
points += 1.0;
}
}
angle_hidden /= points;
float rtn = (1.0 - angle_hidden);
return (rtn * rtn) * (rtn * rtn); //Pow2 to increase darkness to match previous behavior.
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = decode_normal(norm.xy);
frag_color = vec4(calcAmbientOcclusion(pos,norm),0,0,0);
}

View File

@@ -38,7 +38,7 @@ uniform sampler2DRect lightMap;
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform vec3 kern[4];
//uniform vec3 kern[4];
uniform float kern_scale;
VARYING vec2 vary_fragcoord;
@@ -46,8 +46,14 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 getKern(int i)
vec2 getKern(int i)
{
vec2 kern[4];
kern[0] = vec2(0.3989422804,0.1994711402);
kern[1] = vec2(0.2419707245,0.1760326634);
kern[2] = vec2(0.0539909665,0.1209853623);
kern[3] = vec2(0.0044318484,0.0647587978);
return kern[i];
}
@@ -102,33 +108,37 @@ void main()
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
vec2 tc_v = fract(0.5 * tc.xy); // we now have floor(mod(tc,2.0))*0.5
float tc_mod = 2.0 * abs(tc_v.x - tc_v.y); // diff of x,y makes checkerboard
tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
tc += ( (tc_mod - 0.5) * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
vec2 samptc = (tc + getKern(i).z * dlt);
vec3 samppos = getPosition(samptc).xyz;
vec2 samptc = (tc + i * dlt);
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
defined_weight += getKern(i).xy;
vec4 weight = getKern(i).xyxx;
col += texture2DRect(lightMap, samptc)*weight;
defined_weight += weight.xy;
}
}
for (int i = 1; i < 4; i++)
{
vec2 samptc = (tc - getKern(i).z * dlt);
vec3 samppos = getPosition(samptc).xyz;
vec2 samptc = (tc - i * dlt);
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
defined_weight += getKern(i).xy;
vec4 weight = getKern(i).xyxx;
col += texture2DRect(lightMap, samptc)*weight;
defined_weight += weight.xy;
}
}
col /= defined_weight.xyxx;
col.y *= col.y; // delinearize SSAO effect post-blur
//col.y *= col.y; // delinearize SSAO effect post-blur // Singu note: Performed pre-blur as to remove blur requirement
frag_color = col;
}

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@@ -0,0 +1,41 @@
/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
VARYING vec2 vary_fragcoord;
void main()
{
gl_FragDepth = texture2DRect(depthMap, vary_fragcoord.xy).r;
}

View File

@@ -31,120 +31,19 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
//class 1 -- no shadow, SSAO only
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
// Inputs
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform sampler2DRect depthMapDownsampled;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform float downsampled_depth_scale;
uniform vec2 screen_res;
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
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;
}
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
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;
// We treat the first sample as the origin, which definitely doesn't obscure itself thanks to being visible for sampling in the first place.
float points = 1.0;
float angle_hidden = 0.0;
// use a kernel scale that diminishes with distance.
// a scale of less than 32 is just wasting good samples, though.
float scale = max(32.0, min(ssao_radius / -pos.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;
vec3 diff = samppos_world - pos.xyz;
if (diff.z < ssao_factor && diff.z != 0.0)
{
float dist = length(diff);
float angrel = max(0.0, dot(norm.xyz, diff/dist));
float distrel = 1.0/(1.0+dist*dist);
float samplehidden = min(angrel, distrel);
angle_hidden += (samplehidden);
points += 1.0;
}
}
angle_hidden /= points;
float rtn = (1.0 - angle_hidden);
return (rtn * rtn);
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = decode_normal(norm.xy);
{
frag_color[0] = 1.0;
frag_color[1] = calcAmbientOcclusion(pos, norm);
frag_color[2] = 1.0;
frag_color[1] = texture2DRect(diffuseRect,vary_fragcoord.xy*downsampled_depth_scale).r;
frag_color[2] = 1.0;
frag_color[3] = 1.0;
}