Improving readability in shader

This commit is contained in:
Christopher Root 2015-08-15 14:40:34 -07:00
parent 8ea6048ec7
commit 21dc58eb85

View file

@ -103,57 +103,56 @@ vec3 UVToViewSpace(vec2 uv, float z){
* The depth of the uv coord is determined from the depth texture.
* uv: the uv coordinates to convert
*/
vec3 GetViewPos(vec2 uv){
vec3 GetViewPos(vec2 uv) {
float z = ViewSpaceZFromDepth(texture(depthTexture, uv).r);
return UVToViewSpace(uv, z);
}
float TanToSin(float x){
float TanToSin(float x) {
return x * inversesqrt(x*x + 1.0);
}
float InvLength(vec2 V){
return inversesqrt(dot(V,V));
float InvLength(vec2 V) {
return inversesqrt(dot(V, V));
}
float Tangent(vec3 V){
float Tangent(vec3 V) {
return V.z * InvLength(V.xy);
}
float BiasedTangent(vec3 V){
float BiasedTangent(vec3 V) {
return V.z * InvLength(V.xy) + TanBias;
}
float Tangent(vec3 P, vec3 S){
float Tangent(vec3 P, vec3 S) {
return -(P.z - S.z) * InvLength(S.xy - P.xy);
}
float Length2(vec3 V){
return dot(V,V);
float Length2(vec3 V) {
return dot(V, V);
}
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl) {
vec3 V1 = Pr - P;
vec3 V2 = P - Pl;
return (Length2(V1) < Length2(V2)) ? V1 : V2;
}
vec2 SnapUVOffset(vec2 uv){
// return round(uv * AORes) * InvAORes;
vec2 SnapUVOffset(vec2 uv) {
return round(uv * renderTargetRes) * renderTargetResInv;
}
float Falloff(float d2){
float Falloff(float d2) {
return d2 * NegInvR2 + 1.0f;
}
float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){
float HorizonOcclusion(vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples) {
float ao = 0;
// Offset the first coord with some noise
vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
deltaUV = SnapUVOffset( deltaUV );
deltaUV = SnapUVOffset(deltaUV);
// Calculate the tangent vector
vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
@ -167,15 +166,14 @@ float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randst
vec3 S;
// Sample to find the maximum angle
for(float s = 1; s <= numSamples; ++s){
for (float s = 1; s <= numSamples; ++s) {
uv += deltaUV;
S = GetViewPos(uv);
tanS = Tangent(P, S);
d2 = Length2(S - P);
// Is the sample within the radius and the angle greater?
if(d2 < R2 && tanS > tanH)
{
if (d2 < R2 && tanS > tanH) {
float sinS = TanToSin(tanS);
// Apply falloff based on the distance
ao += Falloff(d2) * (sinS - sinH);
@ -187,11 +185,12 @@ float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randst
return ao;
}
vec2 RotateDirections(vec2 Dir, vec2 CosSin){
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
vec2 RotateDirections(vec2 Dir, vec2 CosSin) {
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,
Dir.x*CosSin.y + Dir.y*CosSin.x);
}
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand) {
// Avoid oversampling if numSteps is greater than the kernel radius in pixels
numSteps = min(NumSamples, rayRadiusPix);
@ -200,8 +199,7 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
// Clamp numSteps if it is greater than the max kernel footprint
float maxNumSteps = MaxRadiusPixels / stepSizePix;
if (maxNumSteps < numSteps)
{
if (maxNumSteps < numSteps) {
// Use dithering to avoid AO discontinuities
numSteps = floor(maxNumSteps + rand);
numSteps = max(numSteps, 1);
@ -209,15 +207,14 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
}
// Step size in uv space
// stepSizeUv = stepSizePix * InvAORes;
stepSizeUv = stepSizePix * renderTargetResInv;
}
float getRandom(vec2 uv){
float getRandom(vec2 uv) {
return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main(void){
void main(void) {
mat4 projMatrix = getTransformCamera()._projection;
float numDirections = NumDirections;
@ -246,7 +243,7 @@ void main(void){
float ao = 1.0;
// Make sure the radius of the evaluated hemisphere is more than a pixel
if(rayRadiusPix > 1.0){
if(rayRadiusPix > 1.0) {
ao = 0.0;
float numSteps;
vec2 stepSizeUV;
@ -257,7 +254,7 @@ void main(void){
float alpha = 2.0 * PI / numDirections;
// Calculate the horizon occlusion of each direction
for(float d = 0; d < numDirections; ++d){
for(float d = 0; d < numDirections; ++d) {
float theta = alpha * d;
// Apply noise to the direction