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Commit ba2a45ec authored by David Parks's avatar David Parks
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CTS-54 Fix for SSAO artifacts far away.

parent 130b6fb7
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...@@ -53,51 +53,61 @@ vec4 getPosition(vec2 pos_screen) ...@@ -53,51 +53,61 @@ vec4 getPosition(vec2 pos_screen)
//calculate decreases in ambient lighting when crowded out (SSAO) //calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm) float calcAmbientOcclusion(vec4 pos, vec3 norm)
{ {
vec2 kern[8]; float ret = 1.0;
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
float angle_hidden = 0.0; float dist = dot(pos.xyz,pos.xyz);
int points = 0;
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); if (dist < 64.0*64.0)
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
for (int i = 0; i < 8; i++)
{ {
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); vec2 kern[8];
vec3 samppos_world = getPosition(samppos_screen).xyz; // exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
vec3 diff = pos_world - samppos_world; float angle_hidden = 0.0;
float dist2 = dot(diff, diff); int points = 0;
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) for (int i = 0; i < 8; i++)
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); {
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
points = points + int(diff.z > -1.0);
}
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
points = points + int(diff.z > -1.0);
ret = (1.0 - (float(points != 0) * angle_hidden));
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
} }
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); return min(ret, 1.0);
return (1.0 - (float(points != 0) * angle_hidden));
} }
void main() void main()
......
...@@ -55,51 +55,61 @@ vec4 getPosition(vec2 pos_screen) ...@@ -55,51 +55,61 @@ vec4 getPosition(vec2 pos_screen)
//calculate decreases in ambient lighting when crowded out (SSAO) //calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm) float calcAmbientOcclusion(vec4 pos, vec3 norm)
{ {
vec2 kern[8]; float ret = 1.0;
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
float angle_hidden = 0.0;
int points = 0;
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); float dist = dot(pos.xyz,pos.xyz);
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) if (dist < 64.0*64.0)
for (int i = 0; i < 8; i++)
{ {
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); vec2 kern[8];
vec3 samppos_world = getPosition(samppos_screen).xyz; // exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
vec3 diff = pos_world - samppos_world; float angle_hidden = 0.0;
float dist2 = dot(diff, diff); int points = 0;
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) for (int i = 0; i < 8; i++)
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); {
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
points = points + int(diff.z > -1.0);
}
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
points = points + int(diff.z > -1.0);
ret = (1.0 - (float(points != 0) * angle_hidden));
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
} }
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); return min(ret, 1.0);
return (1.0 - (float(points != 0) * angle_hidden));
} }
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
...@@ -224,11 +234,11 @@ void main() ...@@ -224,11 +234,11 @@ void main()
//spotlight shadow 1 //spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos; vec4 lpos = shadow_matrix[4]*spos;
gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x; gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x;
//spotlight shadow 2 //spotlight shadow 2
lpos = shadow_matrix[5]*spos; lpos = shadow_matrix[5]*spos;
gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x; gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x;
//gl_FragColor.rgb = pos.xyz; //gl_FragColor.rgb = pos.xyz;
//gl_FragColor.b = shadow; //gl_FragColor.b = shadow;
......
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