mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-14 16:40:48 +00:00
86 lines
2.5 KiB
GLSL
86 lines
2.5 KiB
GLSL
uniform sampler2D u_ScreenDepthMap;
|
|
|
|
uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
|
|
|
|
varying vec2 var_ScreenTex;
|
|
|
|
vec2 poissonDisc[9] = vec2[9](
|
|
vec2(-0.7055767, 0.196515), vec2(0.3524343, -0.7791386),
|
|
vec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417),
|
|
vec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181),
|
|
vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854),
|
|
vec2(0.7320465, 0.6317794)
|
|
);
|
|
#define NUM_SAMPLES 3
|
|
|
|
// Input: It uses texture coords as the random number seed.
|
|
// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
|
|
// Author: Michael Pohoreski
|
|
// Copyright: Copyleft 2012 :-)
|
|
// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader
|
|
|
|
float random( const vec2 p )
|
|
{
|
|
// We need irrationals for pseudo randomness.
|
|
// Most (all?) known transcendental numbers will (generally) work.
|
|
const vec2 r = vec2(
|
|
23.1406926327792690, // e^pi (Gelfond's constant)
|
|
2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant)
|
|
//return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) );
|
|
return mod( 123456789., 1e-7 + 256. * dot(p,r) );
|
|
}
|
|
|
|
mat2 randomRotation( const vec2 p )
|
|
{
|
|
float r = random(p);
|
|
float sinr = sin(r);
|
|
float cosr = cos(r);
|
|
return mat2(cosr, sinr, -sinr, cosr);
|
|
}
|
|
|
|
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
|
|
{
|
|
float sampleZDivW = texture2D(depthMap, tex).r;
|
|
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
|
|
}
|
|
|
|
float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale)
|
|
{
|
|
float result = 0;
|
|
|
|
float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear);
|
|
float scaleZ = zFarDivZNear * sampleZ;
|
|
|
|
vec2 slope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y));
|
|
|
|
if (length(slope) * zFar > 5000.0)
|
|
return 1.0;
|
|
|
|
vec2 offsetScale = vec2(scale * 1024.0 / scaleZ);
|
|
|
|
mat2 rmat = randomRotation(tex);
|
|
|
|
float invZFar = 1.0 / zFar;
|
|
float zLimit = 20.0 * invZFar;
|
|
int i;
|
|
for (i = 0; i < NUM_SAMPLES; i++)
|
|
{
|
|
vec2 offset = rmat * poissonDisc[i] * offsetScale;
|
|
float sampleDiff = getLinearDepth(depthMap, tex + offset, zFarDivZNear) - sampleZ;
|
|
|
|
bool s1 = abs(sampleDiff) > zLimit;
|
|
bool s2 = sampleDiff + invZFar > dot(slope, offset);
|
|
result += float(s1 || s2);
|
|
}
|
|
|
|
result *= 1.0 / float(NUM_SAMPLES);
|
|
|
|
return result;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
|
|
|
|
gl_FragColor = vec4(vec3(result), 1.0);
|
|
}
|