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diff --git a/servers/rendering/rasterizer_rd/shaders/ssao.glsl b/servers/rendering/rasterizer_rd/shaders/ssao.glsl
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+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#define TWO_PI 6.283185307179586476925286766559
+
+#ifdef SSAO_QUALITY_HIGH
+#define NUM_SAMPLES (20)
+#endif
+
+#ifdef SSAO_QUALITY_ULTRA
+#define NUM_SAMPLES (48)
+#endif
+
+#ifdef SSAO_QUALITY_LOW
+#define NUM_SAMPLES (8)
+#endif
+
+#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
+#define NUM_SAMPLES (12)
+#endif
+
+// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
+// miplevel to maintain reasonable spatial locality in the cache
+// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing.
+// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
+#define LOG_MAX_OFFSET (3)
+
+// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
+#define MAX_MIP_LEVEL (4)
+
+// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
+// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
+
+const int ROTATIONS[] = int[](
+ 1, 1, 2, 3, 2, 5, 2, 3, 2,
+ 3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
+ 9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
+ 11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
+ 11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
+ 19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
+ 13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
+ 29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
+ 31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
+ 19, 27, 21, 25, 39, 29, 17, 21, 27);
+
+//#define NUM_SPIRAL_TURNS (7)
+const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
+
+layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifndef USE_HALF_SIZE
+layout(set = 2, binding = 0) uniform sampler2D source_depth;
+#endif
+
+layout(set = 3, binding = 0) uniform sampler2D source_normal;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 screen_size;
+ float z_far;
+ float z_near;
+
+ bool orthogonal;
+ float intensity_div_r6;
+ float radius;
+ float bias;
+
+ vec4 proj_info;
+ vec2 pixel_size;
+ float proj_scale;
+ uint pad;
+}
+params;
+
+vec3 reconstructCSPosition(vec2 S, float z) {
+ if (params.orthogonal) {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
+ } else {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
+ }
+}
+
+vec3 getPosition(ivec2 ssP) {
+ vec3 P;
+#ifdef USE_HALF_SIZE
+ P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
+ P.z = -P.z;
+#else
+ P.z = texelFetch(source_depth, ssP, 0).r;
+
+ P.z = P.z * 2.0 - 1.0;
+ if (params.orthogonal) {
+ P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
+ }
+ P.z = -P.z;
+#endif
+ // Offset to pixel center
+ P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
+ return P;
+}
+
+/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
+vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
+ // Radius relative to ssR
+ float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
+ float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
+
+ ssR = alpha;
+ return vec2(cos(angle), sin(angle));
+}
+
+/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
+vec3 getOffsetPosition(ivec2 ssP, float ssR) {
+ // Derivation:
+ // mipLevel = floor(log(ssR / MAX_OFFSET));
+
+ int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
+
+ vec3 P;
+
+ // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
+ // Manually clamp to the texture size because texelFetch bypasses the texture unit
+ ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
+
+#ifdef USE_HALF_SIZE
+ P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
+ P.z = -P.z;
+#else
+ if (mipLevel < 1) {
+ //read from depth buffer
+ P.z = texelFetch(source_depth, mipP, 0).r;
+ P.z = P.z * 2.0 - 1.0;
+ if (params.orthogonal) {
+ P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
+ }
+ P.z = -P.z;
+
+ } else {
+ //read from mipmaps
+ P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
+ P.z = -P.z;
+ }
+#endif
+
+ // Offset to pixel center
+ P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
+
+ return P;
+}
+
+/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
+ to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
+
+ Note that units of H() in the HPG12 paper are meters, not
+ unitless. The whole falloff/sampling function is therefore
+ unitless. In this implementation, we factor out (9 / radius).
+
+ Four versions of the falloff function are implemented below
+*/
+float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
+ // Offset on the unit disk, spun for this pixel
+ float ssR;
+ vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
+ ssR *= ssDiskRadius;
+
+ ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
+
+ if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
+ return 0.0;
+ }
+
+ // The occluding point in camera space
+ vec3 Q = getOffsetPosition(ssP, ssR);
+
+ vec3 v = Q - C;
+
+ float vv = dot(v, v);
+ float vn = dot(v, n_C);
+
+ const float epsilon = 0.01;
+ float radius2 = p_radius * p_radius;
+
+ // A: From the HPG12 paper
+ // Note large epsilon to avoid overdarkening within cracks
+ //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
+
+ // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
+ float f = max(radius2 - vv, 0.0);
+ return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
+
+ // C: Medium contrast (which looks better at high radii), no division. Note that the
+ // contribution still falls off with radius^2, but we've adjusted the rate in a way that is
+ // more computationally efficient and happens to be aesthetically pleasing.
+ // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
+
+ // D: Low contrast, no division operation
+ // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
+}
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ // World space point being shaded
+ vec3 C = getPosition(ssC);
+
+#ifdef USE_HALF_SIZE
+ vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
+#else
+ vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
+#endif
+ n_C = normalize(n_C);
+ n_C.y = -n_C.y; //because this code reads flipped
+
+ // Hash function used in the HPG12 AlchemyAO paper
+ float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
+
+ // Reconstruct normals from positions. These will lead to 1-pixel black lines
+ // at depth discontinuities, however the blur will wipe those out so they are not visible
+ // in the final image.
+
+ // Choose the screen-space sample radius
+ // proportional to the projected area of the sphere
+
+ float ssDiskRadius = -params.proj_scale * params.radius;
+ if (!params.orthogonal) {
+ ssDiskRadius = -params.proj_scale * params.radius / C.z;
+ }
+ float sum = 0.0;
+ for (int i = 0; i < NUM_SAMPLES; ++i) {
+ sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
+ }
+
+ float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
+
+ imageStore(dest_image, ssC, vec4(A));
+}