diff options
Diffstat (limited to 'drivers/gles2/shaders/ssao_blur.glsl')
-rw-r--r-- | drivers/gles2/shaders/ssao_blur.glsl | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/ssao_blur.glsl b/drivers/gles2/shaders/ssao_blur.glsl new file mode 100644 index 0000000000..472dc21acf --- /dev/null +++ b/drivers/gles2/shaders/ssao_blur.glsl @@ -0,0 +1,124 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + + +void main() { + + gl_Position = vertex_attrib; + gl_Position.z=1.0; +} + +[fragment] + + +uniform sampler2D source_ssao; //texunit:0 +uniform sampler2D source_depth; //texunit:1 +uniform sampler2D source_normal; //texunit:3 + + +layout(location = 0) out float visibility; + + +////////////////////////////////////////////////////////////////////////////////////////////// +// Tunable Parameters: + +/** Increase to make depth edges crisper. Decrease to reduce flicker. */ +uniform float edge_sharpness; + +/** Step in 2-pixel intervals since we already blurred against neighbors in the + first AO pass. This constant can be increased while R decreases to improve + performance at the expense of some dithering artifacts. + + Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was + unobjectionable after shading was applied but eliminated most temporal incoherence + from using small numbers of sample taps. + */ + +uniform int filter_scale; + +/** Filter radius in pixels. This will be multiplied by SCALE. */ +#define R (4) + + +////////////////////////////////////////////////////////////////////////////////////////////// + + +// Gaussian coefficients +const float gaussian[R + 1] = +// float[](0.356642, 0.239400, 0.072410, 0.009869); +// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 + float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 +// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 + +/** (1, 0) or (0, 1)*/ +uniform ivec2 axis; + +uniform float camera_z_far; +uniform float camera_z_near; + +uniform ivec2 screen_size; + +void main() { + + ivec2 ssC = ivec2(gl_FragCoord.xy); + + float depth = texelFetch(source_depth, ssC, 0).r; + //vec3 normal = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; + + depth = depth * 2.0 - 1.0; + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + + float depth_divide = 1.0 / camera_z_far; + +// depth*=depth_divide; + + /* + if (depth > camera_z_far*0.999) { + discard;//skybox + } + */ + + float sum = texelFetch(source_ssao, ssC, 0).r; + + // Base weight for depth falloff. Increase this for more blurriness, + // decrease it for better edge discrimination + float BASE = gaussian[0]; + float totalWeight = BASE; + sum *= totalWeight; + + ivec2 clamp_limit = screen_size - ivec2(1); + + for (int r = -R; r <= R; ++r) { + // We already handled the zero case above. This loop should be unrolled and the static branch optimized out, + // so the IF statement has no runtime cost + if (r != 0) { + + ivec2 ppos = ssC + axis * (r * filter_scale); + float value = texelFetch(source_ssao, clamp(ppos,ivec2(0),clamp_limit), 0).r; + ivec2 rpos = clamp(ppos,ivec2(0),clamp_limit); + float temp_depth = texelFetch(source_depth, rpos, 0).r; + //vec3 temp_normal = texelFetch(source_normal, rpos, 0).rgb * 2.0 - 1.0; + + temp_depth = temp_depth * 2.0 - 1.0; + temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near)); +// temp_depth *= depth_divide; + + // spatial domain: offset gaussian tap + float weight = 0.3 + gaussian[abs(r)]; + //weight *= max(0.0,dot(temp_normal,normal)); + + // range domain (the "bilateral" weight). As depth difference increases, decrease weight. + weight *= max(0.0, 1.0 + - edge_sharpness * abs(temp_depth - depth) + ); + + sum += value * weight; + totalWeight += weight; + } + } + + const float epsilon = 0.0001; + visibility = sum / (totalWeight + epsilon); +} |