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SSAO math bug fixes
This commit is contained in:
parent
00e72028ef
commit
bb79dcb634
8 changed files with 125 additions and 83 deletions
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@ -124,7 +124,7 @@ CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_ssao_debug, 0, 0)
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CVAR(Int, gl_ssao_debug, 0, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 16.0f, 0)
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{
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{
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if (self < 0.1f) self = 0.1f;
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if (self < 0.1f) self = 0.1f;
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}
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}
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@ -178,6 +178,13 @@ void FGLRenderer::AmbientOccludeScene()
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float blurSharpness = 1.0f / blurAmount;
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float blurSharpness = 1.0f / blurAmount;
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float sceneScaleX = mSceneViewport.width / (float)mScreenViewport.width;
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float sceneScaleY = mSceneViewport.height / (float)mScreenViewport.height;
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float sceneOffsetX = mSceneViewport.left / (float)mScreenViewport.width;
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float sceneOffsetY = mSceneViewport.top / (float)mScreenViewport.height;
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int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
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// Calculate linear depth values
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// Calculate linear depth values
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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@ -196,8 +203,8 @@ void FGLRenderer::AmbientOccludeScene()
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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mLinearDepthShader->Scale.Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mLinearDepthShader->Scale.Set(sceneScaleX, sceneScaleY);
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mLinearDepthShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mLinearDepthShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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RenderScreenQuad();
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// Apply ambient occlusion
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// Apply ambient occlusion
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@ -206,7 +213,7 @@ void FGLRenderer::AmbientOccludeScene()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture[randomTexture]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@ -219,44 +226,46 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->NormalTexture.Set(2);
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mSSAOShader->NormalTexture.Set(2);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, 2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, -invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->NDotVBias.Set(nDotVBias);
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mSSAOShader->NDotVBias.Set(nDotVBias);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOStrength.Set(aoStrength);
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mSSAOShader->AOStrength.Set(aoStrength);
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mSSAOShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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RenderScreenQuad();
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// Blur SSAO texture
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// Blur SSAO texture
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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if (gl_ssao_debug < 2)
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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mDepthBlurShader->Bind(false);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->Bind(false);
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RenderScreenQuad();
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mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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RenderScreenQuad();
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->PowExponent[true].Set(1.8f);
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mDepthBlurShader->PowExponent[true].Set(1.8f);
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RenderScreenQuad();
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RenderScreenQuad();
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}
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// Add SSAO back to scene texture:
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// Add SSAO back to scene texture:
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mBuffers->BindSceneFB(false);
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mBuffers->BindSceneFB(false);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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if (gl_ssao_debug > 1)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ZERO);
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if (gl_ssao_debug != 0)
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (gl_ssao_debug == 1)
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{
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{
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -270,8 +279,8 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOCombineShader->AODepthTexture.Set(0);
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mSSAOCombineShader->AODepthTexture.Set(0);
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mSSAOCombineShader->SceneFogTexture.Set(1);
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mSSAOCombineShader->SceneFogTexture.Set(1);
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if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
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if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
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mSSAOCombineShader->Scale.Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mSSAOCombineShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOCombineShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mSSAOCombineShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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RenderScreenQuad();
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FGLDebug::PopGroup();
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FGLDebug::PopGroup();
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@ -59,6 +59,11 @@ FGLRenderBuffers::FGLRenderBuffers()
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mPipelineFB[i] = 0;
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mPipelineFB[i] = 0;
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}
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}
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for (int i = 0; i < NumAmbientRandomTextures; i++)
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{
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AmbientRandomTexture[i] = 0;
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}
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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}
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@ -151,7 +156,8 @@ void FGLRenderBuffers::ClearAmbientOcclusion()
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DeleteFrameBuffer(AmbientFB1);
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DeleteFrameBuffer(AmbientFB1);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture1);
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DeleteTexture(AmbientTexture1);
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DeleteTexture(AmbientRandomTexture);
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for (int i = 0; i < NumAmbientRandomTextures; i++)
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DeleteTexture(AmbientRandomTexture[i]);
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}
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}
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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@ -368,25 +374,31 @@ void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
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AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
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AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
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AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
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AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
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int16_t randomValues[16 * 4];
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// Must match quality enum in FSSAOShader::GetDefines
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double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
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std::mt19937 generator(1337);
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std::mt19937 generator(1337);
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std::uniform_real_distribution<double> distribution(-1.0, 1.0);
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std::uniform_real_distribution<double> distribution(0.0, 1.0);
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for (int i = 0; i < 16; i++)
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for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
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{
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{
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double num_directions = 8.0; // Must be same as the define in ssao.fp
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int16_t randomValues[16 * 4];
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double angle = 2.0 * M_PI * distribution(generator) / num_directions;
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double x = cos(angle);
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double y = sin(angle);
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double z = distribution(generator);
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double w = distribution(generator);
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randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
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for (int i = 0; i < 16; i++)
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randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
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{
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randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
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double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality];
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randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
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double x = cos(angle);
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double y = sin(angle);
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double z = distribution(generator);
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double w = distribution(generator);
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randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
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}
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AmbientRandomTexture[quality] = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
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}
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}
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AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
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}
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}
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//==========================================================================
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//==========================================================================
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GLuint AmbientFB1 = 0;
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GLuint AmbientFB1 = 0;
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int AmbientWidth = 0;
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int AmbientWidth = 0;
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int AmbientHeight = 0;
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int AmbientHeight = 0;
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GLuint AmbientRandomTexture = 0;
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enum { NumAmbientRandomTextures = 3 };
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GLuint AmbientRandomTexture[NumAmbientRandomTextures];
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static bool IsEnabled();
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static bool IsEnabled();
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@ -84,6 +84,8 @@ void FSSAOShader::Bind()
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RadiusToScreen.Init(*mShader, "RadiusToScreen");
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RadiusToScreen.Init(*mShader, "RadiusToScreen");
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AOMultiplier.Init(*mShader, "AOMultiplier");
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AOMultiplier.Init(*mShader, "AOMultiplier");
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AOStrength.Init(*mShader, "AOStrength");
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AOStrength.Init(*mShader, "AOStrength");
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Scale.Init(*mShader, "Scale");
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Offset.Init(*mShader, "Offset");
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mMultisample = multisample;
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mMultisample = multisample;
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}
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}
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mShader->Bind();
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mShader->Bind();
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FString FSSAOShader::GetDefines(int mode, bool multisample)
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FString FSSAOShader::GetDefines(int mode, bool multisample)
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{
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{
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// Must match quality values in FGLRenderBuffers::CreateAmbientOcclusion
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int numDirections, numSteps;
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int numDirections, numSteps;
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switch (gl_ssao)
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switch (gl_ssao)
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{
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{
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FBufferedUniform1f RadiusToScreen;
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FBufferedUniform1f RadiusToScreen;
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FBufferedUniform1f AOMultiplier;
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FBufferedUniform1f AOMultiplier;
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FBufferedUniform1f AOStrength;
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FBufferedUniform1f AOStrength;
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FBufferedUniform2f Scale;
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FBufferedUniform2f Offset;
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private:
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private:
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enum Quality
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enum Quality
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@ -7,7 +7,7 @@ uniform float BlurSharpness;
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uniform vec2 InvFullResolution;
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uniform vec2 InvFullResolution;
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uniform float PowExponent;
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uniform float PowExponent;
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#define KERNEL_RADIUS 7.0
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#define KERNEL_RADIUS 3.0
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float CrossBilateralWeight(float r, float sampleDepth, float centerDepth)
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float CrossBilateralWeight(float r, float sampleDepth, float centerDepth)
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{
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{
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@ -18,6 +18,12 @@ uniform float InverseDepthRangeB;
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uniform vec2 Scale;
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uniform vec2 Scale;
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uniform vec2 Offset;
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uniform vec2 Offset;
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float normalizeDepth(float depth)
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{
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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return 1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB);
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}
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void main()
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void main()
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{
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{
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vec2 uv = Offset + TexCoord * Scale;
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vec2 uv = Offset + TexCoord * Scale;
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@ -28,19 +34,24 @@ void main()
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ivec2 texSize = textureSize(DepthTexture, 0);
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ivec2 texSize = textureSize(DepthTexture, 0);
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#endif
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#endif
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// Use floor here because as we downscale the sampling error has to remain uniform to prevent
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ivec2 ipos = ivec2(max(uv * vec2(texSize), vec2(0.0)));
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// noise in the depth values.
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ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
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#if defined(MULTISAMPLE)
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#if defined(MULTISAMPLE)
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float depth = 0.0;
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float depth = normalizeDepth(texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0);
|
||||||
for (int i = 0; i < SampleCount; i++)
|
float sampleIndex = 0.0;
|
||||||
depth += texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
|
for (int i = 1; i < SampleCount; i++)
|
||||||
depth /= float(SampleCount);
|
{
|
||||||
|
float hardwareDepth = texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
|
||||||
|
float sampleDepth = normalizeDepth(hardwareDepth);
|
||||||
|
if (sampleDepth < depth)
|
||||||
|
{
|
||||||
|
depth = sampleDepth;
|
||||||
|
sampleIndex = float(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
FragColor = vec4(depth, sampleIndex, 0.0, 1.0);
|
||||||
#else
|
#else
|
||||||
float depth = texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0;
|
float depth = normalizeDepth(texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0);
|
||||||
|
FragColor = vec4(depth, 0.0, 0.0, 1.0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
|
||||||
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -13,6 +13,9 @@ uniform float AOMultiplier;
|
||||||
|
|
||||||
uniform float AOStrength;
|
uniform float AOStrength;
|
||||||
|
|
||||||
|
uniform vec2 Scale;
|
||||||
|
uniform vec2 Offset;
|
||||||
|
|
||||||
uniform sampler2D DepthTexture;
|
uniform sampler2D DepthTexture;
|
||||||
|
|
||||||
#if defined(MULTISAMPLE)
|
#if defined(MULTISAMPLE)
|
||||||
|
@ -27,42 +30,42 @@ uniform sampler2D RandomTexture;
|
||||||
|
|
||||||
#define PI 3.14159265358979323846
|
#define PI 3.14159265358979323846
|
||||||
|
|
||||||
// Calculate eye space position for the specified texture coordinate
|
// Calculate eye space position for the specified texture coordinate and depth
|
||||||
vec3 FetchViewPos(vec2 uv)
|
vec3 FetchViewPos(vec2 uv, float z)
|
||||||
{
|
{
|
||||||
float z = texture(DepthTexture, uv).x;
|
|
||||||
return vec3((UVToViewA * uv + UVToViewB) * z, z);
|
return vec3((UVToViewA * uv + UVToViewB) * z, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
#if defined(MULTISAMPLE)
|
#if defined(MULTISAMPLE)
|
||||||
vec3 FetchNormal(vec2 uv)
|
vec3 SampleNormal(vec2 uv, float samplerIndex)
|
||||||
{
|
{
|
||||||
ivec2 texSize = textureSize(NormalTexture);
|
ivec2 texSize = textureSize(NormalTexture);
|
||||||
ivec2 ipos = ivec2(uv * vec2(texSize));
|
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||||
return normalize(texelFetch(NormalTexture, ipos, 0).xyz * 2.0 - 1.0);
|
return texelFetch(NormalTexture, ipos, int(samplerIndex)).xyz * 2.0 - 1.0;
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
vec3 FetchNormal(vec2 uv)
|
vec3 SampleNormal(vec2 uv, float samplerIndex)
|
||||||
{
|
{
|
||||||
return normalize(texture(NormalTexture, uv).xyz * 2.0 - 1.0);
|
ivec2 texSize = textureSize(NormalTexture, 0);
|
||||||
|
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||||
|
return texelFetch(NormalTexture, ipos, 0).xyz * 2.0 - 1.0;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
vec3 MinDiff(vec3 p, vec3 pr, vec3 pl)
|
// Look up the eye space normal for the specified texture coordinate
|
||||||
|
vec3 FetchNormal(vec2 uv, float samplerIndex)
|
||||||
{
|
{
|
||||||
vec3 v1 = pr - p;
|
vec3 normal = SampleNormal(Offset + uv * Scale, samplerIndex);
|
||||||
vec3 v2 = p - pl;
|
if (length(normal) > 0.1)
|
||||||
return (dot(v1, v1) < dot(v2, v2)) ? v1 : v2;
|
{
|
||||||
}
|
normal = normalize(normal);
|
||||||
|
normal.z = -normal.z;
|
||||||
// Reconstruct eye space normal from nearest neighbors
|
return normal;
|
||||||
vec3 ReconstructNormal(vec3 p)
|
}
|
||||||
{
|
else
|
||||||
vec3 pr = FetchViewPos(TexCoord + vec2(InvFullResolution.x, 0));
|
{
|
||||||
vec3 pl = FetchViewPos(TexCoord + vec2(-InvFullResolution.x, 0));
|
return vec3(0.0);
|
||||||
vec3 pt = FetchViewPos(TexCoord + vec2(0, InvFullResolution.y));
|
}
|
||||||
vec3 pb = FetchViewPos(TexCoord + vec2(0, -InvFullResolution.y));
|
|
||||||
return normalize(cross(MinDiff(p, pr, pl), MinDiff(p, pt, pb)));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Compute normalized 2D direction
|
// Compute normalized 2D direction
|
||||||
|
@ -113,7 +116,7 @@ float ComputeAO(vec3 viewPosition, vec3 viewNormal)
|
||||||
for (float StepIndex = 0.0; StepIndex < NUM_STEPS; ++StepIndex)
|
for (float StepIndex = 0.0; StepIndex < NUM_STEPS; ++StepIndex)
|
||||||
{
|
{
|
||||||
vec2 sampleUV = round(rayPixels * direction) * InvFullResolution + TexCoord;
|
vec2 sampleUV = round(rayPixels * direction) * InvFullResolution + TexCoord;
|
||||||
vec3 samplePos = FetchViewPos(sampleUV);
|
vec3 samplePos = FetchViewPos(sampleUV, texture(DepthTexture, sampleUV).x);
|
||||||
ao += ComputeSampleAO(viewPosition, viewNormal, samplePos);
|
ao += ComputeSampleAO(viewPosition, viewNormal, samplePos);
|
||||||
rayPixels += stepSizePixels;
|
rayPixels += stepSizePixels;
|
||||||
}
|
}
|
||||||
|
@ -125,9 +128,10 @@ float ComputeAO(vec3 viewPosition, vec3 viewNormal)
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 viewPosition = FetchViewPos(TexCoord);
|
vec2 depthData = texture(DepthTexture, TexCoord).xy;
|
||||||
//vec3 viewNormal = ReconstructNormal(viewPosition);
|
vec3 viewPosition = FetchViewPos(TexCoord, depthData.x);
|
||||||
vec3 viewNormal = FetchNormal(TexCoord);
|
vec3 viewNormal = FetchNormal(TexCoord, depthData.y);
|
||||||
float occlusion = ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength);
|
float occlusion = viewNormal != vec3(0.0) ? ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength) : 1.0;
|
||||||
|
|
||||||
FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
|
FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue