Files
SingularityViewer/indra/newview/app_settings/shaders/class1/deferred/SSAOF.glsl

120 lines
3.6 KiB
GLSL

/**
* @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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec2 vary_fragcoord;
uniform sampler2D depthMapDownsampled;
uniform sampler2D normalMap;
uniform sampler2D noiseMap;
uniform mat4 inv_proj;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform vec2 kern_scale;
uniform vec2 noise_scale;
vec3 decode_normal(vec2 enc);
vec4 getPosition(vec2 pos_screen);
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 * noise_scale).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.
vec2 scale = max(32.0, min(ssao_radius / -pos.z, ssao_max_radius)) * kern_scale;
// 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 = texture2D(normalMap, pos_screen).xyz;
norm = decode_normal(norm.xy);
frag_color = vec4(calcAmbientOcclusion(pos,norm),0,0,0);
}