Created
November 26, 2014 19:31
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Alchemy AO Shader
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uniform sampler2D depths; | |
uniform sampler2D wc_normals; | |
uniform sampler2D random_texture; | |
uniform vec3 wc_camera_eye_position; | |
uniform floatz_far; | |
uniform vec2 tc_window; | |
uniform mat4 projection_matrix; | |
uniform mat4 view_projection_matrix; | |
uniform mat4 inverse_view_projection_matrix; | |
struct vertex_data { | |
vec3 wc_camera_ray_direction; | |
}; | |
noperspective in vertex_data vertex; | |
out vec4 ambient_occlusion; | |
float tc_depth(in vec2 tc) { | |
return texture(depths, tc).x; | |
} | |
float ec_depth(in vec2 tc) { | |
float buffer_z = texture(depths, tc).x; | |
return projection_matrix[3][2] / (−2.0 ∗ buffer_z + 1.0 − projection_matrix[2][2]); | |
} | |
void main() { | |
vec2 tc_depths = gl_FragCoord.xy / tc_window; | |
vec3 wc_normal = texture(wc_normals, tc_depths).xyz; | |
floatn dc_linear_depth= −ec_depth(tc_depths) / z_far; | |
vec3 wc_position = wc_camera_eye_position + vertex.wc_camera_ray_direction ∗ ndc_linear_depth; | |
ambient_occlusion.a = 0.0; | |
const int base_samples = 0; | |
const int min_samples = 64; | |
const float radius = 10.0; | |
const float projection_factor = 0.75; | |
const float bias = 1.0; | |
const float sigma = 2.0; | |
const float epsilon = 0.00001; | |
int samples = max(int(base_samples / ( 1.0 + base_samples ∗ ndc_linear_depth)), min_samples); | |
mat4 inverse_view_projection_matrix = inverse(view_projection_matrix); | |
float projected_radius = radius ∗ projection_factor / −ec_depth (tc_depths); | |
vec2 inverted_random_texture_size = 1.0 / vec2(textureSize(random_texture, 0)); | |
vec2 tc_random_texture = gl_FragCoord.xy ∗ inverted_random_texture_size; | |
vec3 random_direction = texture(random_texture, tc_random_texture).xyz; | |
random_direction = normalize(random_direction ∗ 2.0 − 1.0); | |
for(int i = 0; i < samples; ++i) { | |
vec2 sample_random_direction = texture(random_texture, vec2(float(i) ∗ | |
inverted_random_texture_size.x, float(i / textureSize(random_texture, 0).x) ∗ | |
inverted_random_texture_size.y)).xy; | |
sample_random_direction = sample_random_direction ∗ 2.0 − 1.0; | |
vec3 tc_sample; | |
tc_sample.xy = tc_depths + sample_random_direction ∗ projected_radius; | |
tc_sample.z = tc_depth(tc_sample.xy); | |
vec3 ndc_sample = tc_sample ∗ 2.0 − 1.0; | |
vec4 temporary = inverse_view_projection_matrix ∗ vec4(ndc_sample, 1.0); | |
vec3 wc_sample = temporary.xyz / temporary.w; | |
vec3 v = wc_sample − wc_position; | |
ambient_occlusion.a += max(0.0, dot(v, wc_normal) − bias) / ( dot(v, v) + epsilon); | |
} | |
ambient_occlusion.a = max(0.0, 1.0 − 2.0 ∗ sigma / float(samples) ∗ ambient_occlusion.a); | |
} |
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