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https://github.com/overte-org/overte.git
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commit
96fdb32edc
3 changed files with 207 additions and 74 deletions
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@ -164,7 +164,7 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
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// Blend on transparent
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state->setBlendFunction(true,
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gpu::State::SRC_COLOR, gpu::State::BLEND_OP_ADD, gpu::State::DEST_COLOR);
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gpu::State::INV_SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::SRC_ALPHA);
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// Good to go add the brand new pipeline
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_blendPipeline.reset(gpu::Pipeline::create(program, state));
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@ -18,6 +18,9 @@
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<$declareStandardTransform()$>
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// Based on NVidia HBAO implementation in D3D11
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// http://www.nvidia.co.uk/object/siggraph-2008-HBAO.html
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varying vec2 varTexcoord;
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uniform sampler2D depthTexture;
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@ -30,80 +33,213 @@ uniform float g_intensity;
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uniform float bufferWidth;
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uniform float bufferHeight;
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#define SAMPLE_COUNT 4
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const float PI = 3.14159265;
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float getRandom(vec2 uv) {
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const vec2 FocalLen = vec2(1.0, 1.0);
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const vec2 LinMAD = vec2(0.1-10.0, 0.1+10.0) / (2.0*0.1*10.0);
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const vec2 AORes = vec2(1024.0, 768.0);
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const vec2 InvAORes = vec2(1.0/1024.0, 1.0/768.0);
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const vec2 NoiseScale = vec2(1024.0, 768.0) / 4.0;
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const float AOStrength = 1.9;
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const float R = 0.3;
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const float R2 = 0.3*0.3;
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const float NegInvR2 = - 1.0 / (0.3*0.3);
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const float TanBias = tan(30.0 * PI / 180.0);
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const float MaxRadiusPixels = 50.0;
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const int NumDirections = 6;
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const int NumSamples = 4;
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float ViewSpaceZFromDepth(float d){
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// [0,1] -> [-1,1] clip space
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d = d * 2.0 - 1.0;
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// Get view space Z
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return -1.0 / (LinMAD.x * d + LinMAD.y);
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}
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vec3 UVToViewSpace(vec2 uv, float z){
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//uv = UVToViewA * uv + UVToViewB;
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return vec3(uv * z, z);
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}
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vec3 GetViewPos(vec2 uv){
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float z = ViewSpaceZFromDepth(texture2D(depthTexture, uv).r);
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return UVToViewSpace(uv, z);
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}
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vec3 GetViewPosPoint(ivec2 uv){
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vec2 coord = vec2(gl_FragCoord.xy) + uv;
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//float z = texelFetch(texture0, coord, 0).r;
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float z = texture2D(depthTexture, uv).r;
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return UVToViewSpace(uv, z);
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}
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float TanToSin(float x){
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return x * inversesqrt(x*x + 1.0);
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}
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float InvLength(vec2 V){
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return inversesqrt(dot(V,V));
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}
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float Tangent(vec3 V){
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return V.z * InvLength(V.xy);
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}
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float BiasedTangent(vec3 V){
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return V.z * InvLength(V.xy) + TanBias;
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}
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float Tangent(vec3 P, vec3 S){
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return -(P.z - S.z) * InvLength(S.xy - P.xy);
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}
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float Length2(vec3 V){
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return dot(V,V);
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}
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vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
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vec3 V1 = Pr - P;
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vec3 V2 = P - Pl;
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return (Length2(V1) < Length2(V2)) ? V1 : V2;
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}
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vec2 SnapUVOffset(vec2 uv){
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return round(uv * AORes) * InvAORes;
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}
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float Falloff(float d2){
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return d2 * NegInvR2 + 1.0f;
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}
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float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){
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float ao = 0;
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// Offset the first coord with some noise
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vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
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deltaUV = SnapUVOffset( deltaUV );
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// Calculate the tangent vector
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vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
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// Get the angle of the tangent vector from the viewspace axis
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float tanH = BiasedTangent(T);
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float sinH = TanToSin(tanH);
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float tanS;
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float d2;
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vec3 S;
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// Sample to find the maximum angle
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for(float s = 1; s <= numSamples; ++s){
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uv += deltaUV;
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S = GetViewPos(uv);
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tanS = Tangent(P, S);
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d2 = Length2(S - P);
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// Is the sample within the radius and the angle greater?
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if(d2 < R2 && tanS > tanH)
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{
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float sinS = TanToSin(tanS);
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// Apply falloff based on the distance
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ao += Falloff(d2) * (sinS - sinH);
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tanH = tanS;
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sinH = sinS;
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}
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}
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return ao;
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}
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vec2 RotateDirections(vec2 Dir, vec2 CosSin){
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return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
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}
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void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){
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// Avoid oversampling if numSteps is greater than the kernel radius in pixels
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numSteps = min(NumSamples, rayRadiusPix);
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// Divide by Ns+1 so that the farthest samples are not fully attenuated
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float stepSizePix = rayRadiusPix / (numSteps + 1);
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// Clamp numSteps if it is greater than the max kernel footprint
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float maxNumSteps = MaxRadiusPixels / stepSizePix;
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if (maxNumSteps < numSteps)
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{
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// Use dithering to avoid AO discontinuities
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numSteps = floor(maxNumSteps + rand);
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numSteps = max(numSteps, 1);
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stepSizePix = MaxRadiusPixels / numSteps;
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}
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// Step size in uv space
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stepSizeUv = stepSizePix * InvAORes;
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}
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float getRandom(vec2 uv){
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return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main(void) {
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vec3 sampleKernel[4] = { vec3(0.2, 0.0, 0.0),
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vec3(0.0, 0.2, 0.0),
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vec3(0.0, 0.0, 0.2),
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vec3(0.2, 0.2, 0.2) };
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void main(void){
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float numDirections = NumDirections;
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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vec3 P, Pr, Pl, Pt, Pb;
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P = GetViewPos(varTexcoord);
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vec3 eyeDir = vec3(0.0, 0.0, -3.0);
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vec3 cameraPositionWorldSpace;
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<$transformEyeToWorldDir(cam, eyeDir, cameraPositionWorldSpace)$>
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// Sample neighboring pixels
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Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0));
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Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0));
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Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y));
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Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y));
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vec4 depthColor = texture2D(depthTexture, varTexcoord);
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// Calculate tangent basis vectors using the minimum difference
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vec3 dPdu = MinDiff(P, Pr, Pl);
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vec3 dPdv = MinDiff(P, Pt, Pb) * (AORes.y * InvAORes.x);
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// z in non linear range [0,1]
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float depthVal = depthColor.r;
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// conversion into NDC [-1,1]
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float zNDC = depthVal * 2.0 - 1.0;
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float n = 1.0; // the near plane
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float f = 30.0; // the far plane
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float l = -1.0; // left
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float r = 1.0; // right
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float b = -1.0; // bottom
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float t = 1.0; // top
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// conversion into eye space
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float zEye = 2*f*n / (zNDC*(f-n)-(f+n));
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// Converting from pixel coordinates to NDC
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float xNDC = gl_FragCoord.x/bufferWidth * 2.0 - 1.0;
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float yNDC = gl_FragCoord.y/bufferHeight * 2.0 - 1.0;
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// Unprojecting X and Y from NDC to eye space
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float xEye = -zEye*(xNDC*(r-l)+(r+l))/(2.0*n);
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float yEye = -zEye*(yNDC*(t-b)+(t+b))/(2.0*n);
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vec3 currentFragEyeSpace = vec3(xEye, yEye, zEye);
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vec3 currentFragWorldSpace;
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<$transformEyeToWorldDir(cam, currentFragEyeSpace, currentFragWorldSpace)$>
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vec3 cameraToPositionRay = normalize(currentFragWorldSpace - cameraPositionWorldSpace);
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vec3 origin = cameraToPositionRay * depthVal + cameraPositionWorldSpace;
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vec3 normal = normalize(texture2D(normalTexture, varTexcoord).xyz);
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//normal = normalize(normal * normalMatrix);
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vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0;
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vec3 tangent = normalize(rvec - normal * dot(rvec, normal));
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vec3 bitangent = cross(normal, tangent);
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 0.0;
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for (int i = 0; i < SAMPLE_COUNT; ++i) {
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vec3 samplePos = origin + (tbn * sampleKernel[i]) * g_sample_rad;
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vec4 offset = cam._projectionViewUntranslated * vec4(samplePos, 1.0);
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offset.xy = (offset.xy / offset.w) * 0.5 + 0.5;
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float depth = length(samplePos - cameraPositionWorldSpace);
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float sampleDepthVal = texture2D(depthTexture, offset.xy).r;
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float rangeDelta = abs(depthVal - sampleDepthVal);
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float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta);
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occlusion += rangeCheck * step(sampleDepthVal, depth);
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}
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occlusion = 1.0 - occlusion / float(SAMPLE_COUNT);
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occlusion = clamp(pow(occlusion, g_intensity), 0.0, 1.0);
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gl_FragColor = vec4(vec3(occlusion), 1.0);
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}
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// Get the random samples from the noise function
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vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
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// Calculate the projected size of the hemisphere
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vec2 rayRadiusUV = 0.5 * R * FocalLen / -P.z;
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float rayRadiusPix = rayRadiusUV.x * AORes.x;
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float ao = 1.0;
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// Make sure the radius of the evaluated hemisphere is more than a pixel
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if(rayRadiusPix > 1.0){
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ao = 0.0;
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float numSteps;
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vec2 stepSizeUV;
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// Compute the number of steps
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ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
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float alpha = 2.0 * PI / numDirections;
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// Calculate the horizon occlusion of each direction
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for(float d = 0; d < numDirections; ++d){
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float theta = alpha * d;
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// Apply noise to the direction
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vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
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vec2 deltaUV = dir * stepSizeUV;
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// Sample the pixels along the direction
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ao += HorizonOcclusion( deltaUV,
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P,
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dPdu,
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dPdv,
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random.z,
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numSteps);
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}
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// Average the results and produce the final AO
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ao = 1.0 - ao / numDirections * AOStrength;
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}
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gl_FragColor = vec4(vec3(ao), 1.0);
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}
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@ -21,9 +21,6 @@ uniform sampler2D blurredOcclusionTexture;
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void main(void) {
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vec4 occlusionColor = texture2D(blurredOcclusionTexture, varTexcoord);
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if(occlusionColor.r > 0.8 && occlusionColor.r <= 1.0) {
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gl_FragColor = vec4(vec3(0.0), 0.0);
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} else {
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gl_FragColor = vec4(vec3(occlusionColor.r), 1.0);
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}
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gl_FragColor = vec4(vec3(0.0), occlusionColor.r);
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}
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