[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); }