summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders/ssao.glsl
blob: c668e63745f72b22fd4e3bbc382e92d54d44c559 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
[vertex]


layout(location=0) in highp vec4 vertex_attrib;

void main() {

	gl_Position = vertex_attrib;
	gl_Position.z=1.0;
}

[fragment]

#define TWO_PI 6.283185307179586476925286766559

#define NUM_SAMPLES (15)

// 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];

uniform sampler2D source_depth; //texunit:0
uniform highp 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) {
#ifdef USE_ORTHOGONAL_PROJECTION
	return vec3((S.xy * proj_info.xy + proj_info.zw), z);
#else
	return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z);

#endif
}

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

    P.z = P.z * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION
    P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
#else
    P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
#endif
    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 / 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 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;
#ifdef USE_ORTHOGONAL_PROJECTION
		P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
#else
		P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));

#endif
		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 = 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
#ifdef USE_ORTHOGONAL_PROJECTION
	float ssDiskRadius = -proj_scale * radius;
#else
	float ssDiskRadius = -proj_scale * radius / C.z;
#endif
	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 / float(NUM_SAMPLES)));

#ifdef ENABLE_RADIUS2

	//go again for radius2
	randomPatternRotationAngle = mod(float((5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11), 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
	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 / float(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) * (float(ssC.x & 1) - 0.5);
	}
	if (abs(dFdy(C.z)) < 0.02) {
		A -= dFdy(A) * (float(ssC.y & 1) - 0.5);
	}

	visibility = A;

}