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assets.shaders.post_ssao.glsl Maven / Gradle / Ivy
#ifdef GLES
precision highp float;
#endif
uniform vec2 u_pixel;
attribute vec4 a_pos;
varying vec2 tex_pos;
void main() {
gl_Position = a_pos;
tex_pos = (a_pos.xy + 1.0) * 0.5;
}
$$
#ifdef GLES
precision highp float;
#endif
uniform sampler2D u_tex;
uniform sampler2D u_texColor;
uniform vec2 u_pixel;
varying vec2 tex_pos;
// gauss bell center
const float gdisplace = 0.2;
const float nearZ = 1.0;
const float farZ = 4.0;
const int iterations = 4;
float getDepth(float posZ) {
return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ));
}
float compareDepths(in float depth1, in float depth2, inout float far) {
// depth difference (0-100)
float diff = (depth1 - depth2) * 100.0;
// set 'far == 1.0' when 'diff' > 'gdisplace'
far = step(diff, gdisplace);
// gauss bell width 2,
// if far reduce left bell width to avoid self-shadowing
float garea = max((1.0 - far) * 2.0, 0.1);
//return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace, 2.0) / pow(garea, 2.0));
return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
}
void addAO(in float depth, in float x1, in float y1, in float x2, in float y2, inout float ao) {
float z_11 = getDepth(texture2D(u_tex, vec2(x1, y1)).x);
float z_12 = getDepth(texture2D(u_tex, vec2(x1, y2)).x);
float z_21 = getDepth(texture2D(u_tex, vec2(x2, y1)).x);
float z_22 = getDepth(texture2D(u_tex, vec2(x2, y2)).x);
//depth = 0.99 * depth + (z_11 + z_12 + z_21 + z_22) * (0.25 * 0.01);
float f_11;
float d_11 = compareDepths(depth, z_11, f_11);
float f_12;
float d_12 = compareDepths(depth, z_12, f_12);
float f_21;
float d_21 = compareDepths(depth, z_21, f_21);
float f_22;
float d_22 = compareDepths(depth, z_22, f_22);
ao += 1.0 //(1.0 - step(1.0, x1)) * (1.0 - step(1.0, y1))
* (d_11 + f_11 * (1.0 - d_11) * d_22);
ao += 1.0 //(1.0 - step(1.0, x1)) * step(0.0, y2)
* (d_12 + f_12 * (1.0 - d_12) * d_21);
ao += 1.0 //step(0.0, x2) * (1.0 - step(1.0, y1))
* (d_21 + f_21 * (1.0 - d_21) * d_12);
ao += 1.0 //step(0.0, x2) * step(0.0, y2)
* (d_22 + f_22 * (1.0 - d_22) * d_11);
}
void main() {
//randomization texture:
//vec2 fres = vec2(20.0, 20.0);
//vec3 random = texture2D(rand, gl_TexCoord[0].st * fres.xy);
//random = random * 2.0 - vec3(1.0);
vec4 color = texture2D(u_texColor, tex_pos);
float depth = texture2D(u_tex, tex_pos).x;
float fog = pow(depth, 3.0);
//return;
depth = getDepth(depth);
float x = tex_pos.x;
float y = tex_pos.y;
float pw = u_pixel.x;
float ph = u_pixel.y;
float ao = 0.0;
for (int i = 0; i < iterations; i++) {
float pwByDepth = pw / depth;
float phByDepth = ph / depth;
addAO(depth, x + pwByDepth, y + phByDepth, x - pwByDepth, y - phByDepth, ao);
pwByDepth *= 1.2;
phByDepth *= 1.2;
addAO(depth, x + pwByDepth, y, x, y - phByDepth, ao);
// sample jittering:
// pw += random.x * 0.0007;
// ph += random.y * 0.0007;
// increase sampling area:
pw *= 1.7;
ph *= 1.7;
}
//vec3 vao = vec3(fog * pow(ao / float(iterations * 8), 1.2));
ao = ao / float(iterations * 8);
ao *= 0.2;
ao = clamp(ao, 0.0, 1.0);
vec3 vao = vec3(ao);
//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
//gl_FragColor = color - (fog * vec4(vao, 0.0));
//gl_FragColor = vec4(vec3(0.8) - vao, 1.0);
//color *= 0.5;
//gl_FragColor = vec4(color.rgb - fog * vao, max(color.a, ao));
//gl_FragColor = vec4(1.0) - (vec4(vao, 0.0));
//gl_FragColor = vec4((color.rgb + vao)*0.5, color.a);
//}
//gl_FragColor = vec4(vao, 1.0) * texture2D(u_texColor, tex_pos.xy);
//gl_FragColor = vec4(gl_TexCoord[0].xy, 0.0, 1.0);
//gl_FragColor = vec4(tex_pos.xy, 0.0, 1.0);
//gl_FragColor = vec4(gl_FragCoord.xy / u_screen, 0.0, 1.0);
}