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path: root/drivers/gles3/shaders/ssao.glsl
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[vertex]


layout(location=0) in highp vec4 vertex_attrib;

void main() {

	gl_Position = vertex_attrib;
	gl_Position.z=1.0;
}

[fragment]


#define NUM_SAMPLES (11)

// 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
#define NUM_SPIRAL_TURNS (7)


uniform sampler2D source_depth; //texunit:0
uniform usampler2D source_depth_mipmaps; //texunit:1
uniform sampler2D source_normal; //texunit:2

uniform ivec2 screen_size;
uniform float camera_z_far;
uniform float camera_z_near;

uniform float intensity_div_r6;
uniform float radius;

#ifdef ENABLE_RADIUS2
uniform float intensity_div_r62;
uniform float radius2;
#endif

uniform float bias;
uniform float proj_scale;

layout(location = 0) out float visibility;

uniform vec4 proj_info;

vec3 reconstructCSPosition(vec2 S, float z) {
    return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z);
}

vec3 getPosition(ivec2 ssP) {
    vec3 P;
    P.z = texelFetch(source_depth, ssP, 0).r;

    P.z = P.z * 2.0 - 1.0;
    P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
    P.z = -P.z;

    // Offset to pixel center
    P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
    return P;
}

/** Reconstructs screen-space unit normal from screen-space position */
vec3 reconstructCSFaceNormal(vec3 C) {
    return normalize(cross(dFdy(C), dFdx(C)));
}



/** 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 / NUM_SAMPLES);
    float angle = alpha * (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 ssC, vec2 unitOffset, float ssR) {
    // Derivation:
    //  mipLevel = floor(log(ssR / MAX_OFFSET));
	int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);

	ivec2 ssP = ivec2(ssR * unitOffset) + ssC;

	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), (screen_size >> mipLevel) - ivec2(1));


	if (mipLevel < 1) {
		//read from depth buffer
		P.z = texelFetch(source_depth, mipP, 0).r;
		P.z = P.z * 2.0 - 1.0;
		P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
		P.z = -P.z;

	} else {
		//read from mipmaps
		uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel-1).r;
		P.z = -(float(d)/65535.0)*camera_z_far;
	}


	// 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;

    // The occluding point in camera space
    vec3 Q = getOffsetPosition(ssC, unitOffset, 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 - 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_FragCoord.xy);

	// World space point being shaded
	vec3 C = getPosition(ssC);

/*	if (C.z <= -camera_z_far*0.999) {
	       // We're on the skybox
	       visibility=1.0;
	       return;
	}*/

	//visibility=-C.z/camera_z_far;
	//return;

	//vec3 n_C = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0;

	vec3 n_C = reconstructCSFaceNormal(C);
	n_C = -n_C;


	// Hash function used in the HPG12 AlchemyAO paper
	float randomPatternRotationAngle = (3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10;

	// 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 = -proj_scale * radius / C.z;

	float sum = 0.0;
	for (int i = 0; i < NUM_SAMPLES; ++i) {
		sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle);
	}

	float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / NUM_SAMPLES));

#ifdef ENABLE_RADIUS2

	//go again for radius2
	randomPatternRotationAngle = (5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11;

	// 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
	ssDiskRadius = -proj_scale * radius2 / C.z;

	sum = 0.0;
	for (int i = 0; i < NUM_SAMPLES; ++i) {
		sum += sampleAO(ssC, C, n_C, ssDiskRadius,radius2, i, randomPatternRotationAngle);
	}

	A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / NUM_SAMPLES)));
#endif
	// Bilateral box-filter over a quad for free, respecting depth edges
	// (the difference that this makes is subtle)
	if (abs(dFdx(C.z)) < 0.02) {
		A -= dFdx(A) * ((ssC.x & 1) - 0.5);
	}
	if (abs(dFdy(C.z)) < 0.02) {
		A -= dFdy(A) * ((ssC.y & 1) - 0.5);
	}

	visibility = A;

}