$input a_position $output v_pos, v_texcoord0, v_texcoord1, v_texcoord2 #include "common.sh" #include "globals.sh" // ao sampling #define SSAO_NUM_PAIRS 8 #define SSAO_RADIUS 2.0 #define SSAO_MIN_PIXELS 10.0 #define SSAO_MAX_PIXELS 100.0 #define SSAO_MIP_OFFSET 2.0 // ao tuning #define SSAO_OVERSHADOW 0.75 #define SSAO_ANGLELIMIT 0.1 #define SSAO_BOOST 1.0 // blur tuning #define SSAO_BLUR_SAMPLES 3 #define SSAO_BLUR_STRENGTH 1.5 #define SSAO_BLUR_DEPTH_THRESHOLD 0.4 // composite tuning #define SSAO_DEPTH_THRESHOLD_CENTER 0.02 #define SSAO_DEPTH_THRESHOLD_ESTIMATE 0.4 SAMPLER2D(s_depthBuffer, 0); SAMPLER2D(s_randMap, 1); SAMPLER2D(s_map, 2); SAMPLER2D(s_geomMap, 3); uniform vec4 u_textureSize; uniform vec4 u_params; vec4 convertPosition(vec4 p, float scale) { #if defined(GLSL) || defined(DX11) return p; #else // half-pixel offset return p + vec4(-u_textureSize.z, u_textureSize.w, 0.0, 0.0) * scale; #endif } vec2 convertUv(vec4 p) { #ifndef GLSL return p.xy * vec2(0.5, -0.5) + 0.5; #else return p.xy * 0.5 + 0.5; #endif } // ===== Pass Through ===== void passThrough_vs() { v_pos = convertPosition(vec4(a_position.xyz, 1.0), 1.0); v_texcoord0.xy = convertUv(vec4(a_position.xyz, 1.0)); gl_Position = v_pos; } // ===== SSAO Depth Downsample ===== void SSAODepthDownPS() { float d0 = texture2D(s_geomMap, v_texcoord0.xy + u_textureSize.zw * vec2(-0.25, -0.25)).r; float d1 = texture2D(s_geomMap, v_texcoord0.xy + u_textureSize.zw * vec2(+0.25, -0.25)).r; float d2 = texture2D(s_geomMap, v_texcoord0.xy + u_textureSize.zw * vec2(-0.25, +0.25)).r; float d3 = texture2D(s_geomMap, v_texcoord0.xy + u_textureSize.zw * vec2(+0.25, +0.25)).r; gl_FragColor = vec4(min(min(d0, d3), min(d1, d2))); } // ===== SSAO Calculation ===== float getSampleLength(float i) { return (i + 1.0) / (float(SSAO_NUM_PAIRS) + 2.0); } vec2 getSampleRotation(float i) { float pi = 3.1415926; return vec2(cos(i / float(SSAO_NUM_PAIRS) * 2.0 * pi), sin(i / float(SSAO_NUM_PAIRS) * 2.0 * pi)); } void SSAOPS() { float baseDepth = texture2DLod(s_depthBuffer, vec4(v_texcoord0.xy, 0.0, 0.0)).r; vec4 noiseTex = texture2D(s_randMap, fract(v_texcoord0.xy * u_textureSize.xy / 4.0)) * 2.0 - 1.0; mat2 rotation = mat2( noiseTex.y, noiseTex.x, -noiseTex.x, noiseTex.y ); const float sphereRadiusZB = SSAO_RADIUS / GBUFFER_MAX_DEPTH; vec2 radiusTex = clamp(sphereRadiusZB / baseDepth * u_params.xy, SSAO_MIN_PIXELS * u_textureSize.zw, SSAO_MAX_PIXELS * u_textureSize.zw); float lod = log2(getSampleLength(0.0) * length(radiusTex * u_textureSize.xy)) - SSAO_MIP_OFFSET; float result = 1.0; // center pixel float weight = 2.0; for (int i = 0; i < SSAO_NUM_PAIRS; i++) { const float offsetLength = getSampleLength(float(i)); const vec2 offsetVector = getSampleRotation(float(i)) * offsetLength; const float segmentDiff = sphereRadiusZB * sqrt(1.0 - offsetLength * offsetLength); const float angleLimit = offsetLength * SSAO_ANGLELIMIT; vec2 offset = mul(rotation, offsetVector) * radiusTex; vec2 offsetDepth; offsetDepth.x = texture2DLod(s_depthBuffer, vec4(v_texcoord0.xy + offset, 0.0, lod)).r; offsetDepth.y = texture2DLod(s_depthBuffer, vec4(v_texcoord0.xy - offset, 0.0, lod)).r; vec2 diff = offsetDepth - vec2(baseDepth, baseDepth); // 0 is the near surface of the sphere, 1 is the far surface, 0.5 is the middle vec2 normalizedDiff = diff * (1.0 / segmentDiff * 0.5) + 0.5; // only add sample contribution if both samples are visible - if one is invisible we estimate the twin as 1-s so sum is 1 float sampleadd = saturate0(min(normalizedDiff.x, normalizedDiff.y) + SSAO_OVERSHADOW); result += (saturate0(normalizedDiff.x + angleLimit) + saturate0(normalizedDiff.y + angleLimit)) * sampleadd; weight += 2.0 * sampleadd; } // rescale result from 0..0.5 to 0..1 and apply a power function float finalocc = (baseDepth > 0.99) ? 1.0 : pow(saturate0(result / weight * 2.0), SSAO_BOOST); gl_FragColor = vec4(finalocc, baseDepth, 0.0, 1.0); } // ===== SSAO Blur ===== vec2 ssaoBlur(vec2 uv, vec2 offset, sampler2D map) { float sigmaN = 1.0 / (2.0 * SSAO_BLUR_STRENGTH * SSAO_BLUR_STRENGTH); float baseDepth = texture2D(map, uv).g; const float sphereRadiusZB = SSAO_BLUR_DEPTH_THRESHOLD / GBUFFER_MAX_DEPTH; float depthTolerance = clamp((baseDepth * 80.0) * sphereRadiusZB, 0.1 * sphereRadiusZB, 10.0 * sphereRadiusZB); float result = 0.0; float weight = 0.0; for (int i = -SSAO_BLUR_SAMPLES; i <= SSAO_BLUR_SAMPLES; ++i) { const float ix = float(i); const float iw = exp(-ix * ix * sigmaN); vec4 data = texture2D(map, uv + offset * ix); float w = iw * (abs(data.g - baseDepth) < depthTolerance ? 1.0 : 0.0); result += data.r * w; weight += w; } return vec2(result / weight, baseDepth); } void SSAOBlurXPS() { vec2 o = vec2(u_textureSize.z, 0.0); vec2 ssaoTerm = ssaoBlur(v_texcoord0.xy, o, s_map); gl_FragColor = vec4(ssaoTerm, 0.0, 1.0); } void SSAOBlurYPS() { vec2 o = vec2(0.0, u_textureSize.w); vec2 ssaoTerm = ssaoBlur(v_texcoord0.xy, o, s_map); gl_FragColor = vec4(ssaoTerm, 0.0, 1.0); } // ===== SSAO Composite ===== void SSAOCompositVS() { vec2 uv = convertUv(vec4(a_position.xyz, 1.0)); v_pos = convertPosition(vec4(a_position.xyz, 1.0), 1.0); v_texcoord0.xy = uv; vec2 uvOffset = u_textureSize.zw * 2.0; v_texcoord0.zw = uv + vec2(uvOffset.x, 0.0); v_texcoord1.xy = uv - vec2(uvOffset.x, 0.0); v_texcoord1.zw = uv + vec2(0.0, uvOffset.y); v_texcoord2.xy = uv - vec2(0.0, uvOffset.y); gl_Position = v_pos; } void SSAOCompositPS() { vec4 geom = texture2D(s_geomMap, v_texcoord0.xy); vec4 mapC = texture2D(s_map, v_texcoord0.xy); vec4 map0 = texture2D(s_map, v_texcoord0.zw); vec4 map1 = texture2D(s_map, v_texcoord1.xy); vec4 map2 = texture2D(s_map, v_texcoord1.zw); vec4 map3 = texture2D(s_map, v_texcoord2.xy); float baseDepth = geom.r; float ssaoC = mapC.r; float depthC = mapC.g; vec4 ssaoEst = vec4(map0.r, map1.r, map2.r, map3.r); vec4 depthEst = vec4(map0.g, map1.g, map2.g, map3.g); // can we trust the neighbors? 1 - yes, 0 - no vec4 checkEst = vec4( abs(depthEst.x - baseDepth) < SSAO_DEPTH_THRESHOLD_ESTIMATE / GBUFFER_MAX_DEPTH ? 1.0 : 0.0, abs(depthEst.y - baseDepth) < SSAO_DEPTH_THRESHOLD_ESTIMATE / GBUFFER_MAX_DEPTH ? 1.0 : 0.0, abs(depthEst.z - baseDepth) < SSAO_DEPTH_THRESHOLD_ESTIMATE / GBUFFER_MAX_DEPTH ? 1.0 : 0.0, abs(depthEst.w - baseDepth) < SSAO_DEPTH_THRESHOLD_ESTIMATE / GBUFFER_MAX_DEPTH ? 1.0 : 0.0 ); float checkEstSum = dot(checkEst, vec4(1.0, 1.0, 1.0, 1.0)); float ssaoTermEst = dot(ssaoEst, checkEst) / checkEstSum; // the final decision: pick the estimate sample if there are good neighbors and base depth is not trustworthy float ssaoTerm = abs(depthC - baseDepth) * checkEstSum > SSAO_DEPTH_THRESHOLD_CENTER / GBUFFER_MAX_DEPTH ? ssaoTermEst : ssaoC; // AO reduction for high specular and diffuse values. Computed in gbufferPack in common.h float slope = geom.g; gl_FragColor = vec4((1.0 - slope) * vec3(ssaoTerm, ssaoTerm, ssaoTerm) + slope, 1.0); }