godot/servers/rendering/renderer_rd/shaders/ssao.glsl
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00

487 lines
24 KiB
GLSL

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2016, Intel Corporation
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
// the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// File changes (yyyy-mm-dd)
// 2016-09-07: filip.strugar@intel.com: first commit
// 2020-12-05: clayjohn: convert to Vulkan and Godot
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#[compute]
#version 450
#VERSION_DEFINES
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
};
// these values can be changed (up to SSAO_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
const int num_taps[5] = { 3, 5, 12, 0, 0 };
#define SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
#define SSAO_TILT_SAMPLES_AMOUNT (0.4)
//
#define SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
#define SSAO_HALOING_REDUCTION_AMOUNT (0.6) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
//
#define SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (2) // to disable simply set to 99 or similar
#define SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD (0.5) // use 0-0.1 for super-sharp normal-based edges
//
#define SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET (1) // whether to use detail; to disable simply set to 99 or similar
//
#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) // !!warning!! the MIP generation on the C++ side will be enabled on quality preset 2 regardless of this value, so if changing here, change the C++ side too
#define SSAO_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
//
// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
// testing purposes, it will not yield performance gains (or correct results)
#define SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
//
#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
#define SSAO_MAX_TAPS 32
#define SSAO_MAX_REF_TAPS 512
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
#define SSAO_DEPTH_MIP_LEVELS 4
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
layout(set = 0, binding = 2) uniform Constants { //get into a lower set
vec4 rotation_matrices[20];
}
constants;
#ifdef ADAPTIVE
layout(rg8, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssao;
layout(set = 1, binding = 1) uniform sampler2D source_importance;
layout(set = 1, binding = 2, std430) buffer Counter {
uint sum;
}
counter;
#endif
layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
layout(push_constant, binding = 3, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
vec2 half_screen_pixel_size;
int size_multiplier;
float detail_intensity;
vec2 NDC_to_view_mul;
vec2 NDC_to_view_add;
vec2 pad2;
vec2 half_screen_pixel_size_x025;
float radius;
float intensity;
float shadow_power;
float shadow_clamp;
float fade_out_mul;
float fade_out_add;
float horizon_angle_threshold;
float inv_radius_near_limit;
bool is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
ivec2 pass_coord_offset;
vec2 pass_uv_offset;
}
params;
// packing/unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
float pack_edges(vec4 p_edgesLRTB) {
p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
}
vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
if (params.is_orthogonal) {
return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
} else {
return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
}
}
// calculate effect radius and fit our screen sampling pattern inside it
void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
r_radius = params.radius;
// when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
r_radius *= too_close_limit;
// 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
// used to calculate falloff (both for AO samples and per-sample weights)
r_fallof_sq = -1.0 / (r_radius * r_radius);
}
vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
// slope-sensitive depth-based edge detection
vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
}
vec3 decode_normal(vec3 p_encoded_normal) {
vec3 normal = p_encoded_normal * 2.0 - 1.0;
return normal;
}
vec3 load_normal(ivec2 p_pos) {
vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
encoded_normal.z = 1.0 - encoded_normal.z;
return decode_normal(encoded_normal);
}
vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
encoded_normal.z = 1.0 - encoded_normal.z;
return decode_normal(encoded_normal);
}
// all vectors in viewspace
float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
float length_sq = dot(p_hit_delta, p_hit_delta);
float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
return max(0, NdotD - params.horizon_angle_threshold) * falloff_mult;
}
void SSAO_tap_inner(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
// get depth at sample
float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
// convert to viewspace
vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z).xyz;
vec3 hit_delta = hit_pos - p_pix_center_pos;
float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
float weight = 1.0;
if (p_quality_level >= SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
float reduct = max(0, -hit_delta.z);
reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
weight = SSAO_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSAO_HALOING_REDUCTION_AMOUNT);
}
weight *= p_weight_mod;
r_obscurance_sum += obscurance * weight;
r_weight_sum += weight;
}
void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
vec2 sample_offset;
float sample_pow_2_len;
// patterns
{
vec4 new_sample = sample_pattern[p_tap_index];
sample_offset = new_sample.xy * p_rot_scale;
sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
p_weight_mod *= new_sample.z;
}
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
// calculate MIP based on the sample distance from the centre, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
// for the second tap, just use the mirrored offset
vec2 sample_offset_mirrored_uv = -sample_offset;
// tilt the second set of samples so that the disk is effectively rotated by the normal
// effective at removing one set of artifacts, but too expensive for lower quality settings
if (p_quality_level >= SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
}
// snap to pixel center (more correct obscurance math, avoids artifacts)
vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
}
void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
vec2 pos_rounded = trunc(p_pos);
uvec2 upos = uvec2(pos_rounded);
const int number_of_taps = (p_adaptive_base) ? (SSAO_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
// get this pixel's viewspace depth
pix_z = valuesUL.y;
// get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
pix_bottom_z = valuesBR.x;
vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
// Load this pixel's viewspace normal
uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
vec3 pixel_normal = load_normal(ivec2(full_res_coord));
const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
float pixel_lookup_radius;
float fallof_sq;
// calculate effect radius and fit our screen sampling pattern inside it
float viewspace_radius;
calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
// calculate samples rotation/scaling
mat2 rot_scale_matrix;
uint pseudo_random_index;
{
vec4 rotation_scale;
// reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
if (!p_adaptive_base && (p_quality_level >= SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
pixel_lookup_radius *= near_screen_border;
}
// load & update pseudo-random rotation matrix
pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
}
// the main obscurance & sample weight storage
float obscurance_sum = 0.0;
float weight_sum = 0.0;
// edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
pix_center_pos *= 0.9992;
if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
}
// adds a more high definition sharp effect, which gets blurred out (reuses left/right/top/bottom samples that we used for edge detection)
if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) {
// disable in case of quality level 4 (reference)
if (p_quality_level != 4) {
//approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" )
vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0);
vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z);
vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z);
vec3 pixel_top_delta = vec3(0.0, -pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_top_z - pix_center_pos.z);
vec3 pixel_bottom_delta = vec3(0.0, +pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_bottom_z - pix_center_pos.z);
const float range_reduction = 4.0f; // this is to avoid various artifacts
const float modified_fallof_sq = range_reduction * fallof_sq;
vec4 additional_obscurance;
additional_obscurance.x = calculate_pixel_obscurance(pixel_normal, pixel_left_delta, modified_fallof_sq);
additional_obscurance.y = calculate_pixel_obscurance(pixel_normal, pixel_right_delta, modified_fallof_sq);
additional_obscurance.z = calculate_pixel_obscurance(pixel_normal, pixel_top_delta, modified_fallof_sq);
additional_obscurance.w = calculate_pixel_obscurance(pixel_normal, pixel_bottom_delta, modified_fallof_sq);
obscurance_sum += params.detail_intensity * dot(additional_obscurance, edgesLRTB);
}
}
// Sharp normals also create edges - but this adds to the cost as well
if (!p_adaptive_base && (p_quality_level >= SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
vec3 neighbour_normal_left = load_normal(ivec2(full_res_coord), ivec2(-2, 0));
vec3 neighbour_normal_right = load_normal(ivec2(full_res_coord), ivec2(2, 0));
vec3 neighbour_normal_top = load_normal(ivec2(full_res_coord), ivec2(0, -2));
vec3 neighbour_normal_bottom = load_normal(ivec2(full_res_coord), ivec2(0, 2));
const float dot_threshold = SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD;
vec4 normal_edgesLRTB;
normal_edgesLRTB.x = clamp((dot(pixel_normal, neighbour_normal_left) + dot_threshold), 0.0, 1.0);
normal_edgesLRTB.y = clamp((dot(pixel_normal, neighbour_normal_right) + dot_threshold), 0.0, 1.0);
normal_edgesLRTB.z = clamp((dot(pixel_normal, neighbour_normal_top) + dot_threshold), 0.0, 1.0);
normal_edgesLRTB.w = clamp((dot(pixel_normal, neighbour_normal_bottom) + dot_threshold), 0.0, 1.0);
edgesLRTB *= normal_edgesLRTB;
}
const float global_mip_offset = SSAO_DEPTH_MIPS_GLOBAL_OFFSET;
float mip_offset = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
// Used to tilt the second set of samples so that the disk is effectively rotated by the normal
// effective at removing one set of artifacts, but too expensive for lower quality settings
vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
float norm_xy_length = length(norm_xy);
norm_xy /= vec2(norm_xy_length, -norm_xy_length);
norm_xy_length *= SSAO_TILT_SAMPLES_AMOUNT;
// standard, non-adaptive approach
if ((p_quality_level != 3) || p_adaptive_base) {
for (int i = 0; i < number_of_taps; i++) {
SSAOTap(p_quality_level, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
}
}
#ifdef ADAPTIVE
else {
// add new ones if needed
vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
float importance = textureLod(source_importance, full_res_uv, 0.0).x;
// this is to normalize SSAO_DETAIL_AO_AMOUNT across all pixel regardless of importance
obscurance_sum *= (SSAO_ADAPTIVE_TAP_BASE_COUNT / float(SSAO_MAX_TAPS)) + (importance * SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT / float(SSAO_MAX_TAPS));
// load existing base values
vec2 base_values = imageLoad(source_ssao, ivec3(upos, params.pass)).xy;
weight_sum += base_values.y * float(SSAO_ADAPTIVE_TAP_BASE_COUNT * 4.0);
obscurance_sum += (base_values.x) * weight_sum;
// increase importance around edges
float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
importance *= importance_limiter;
float additional_sample_count = SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
const float blend_range = 3.0;
const float blend_range_inv = 1.0 / blend_range;
additional_sample_count += 0.5;
uint additional_samples = uint(additional_sample_count);
uint additional_samples_to = min(SSAO_MAX_TAPS, additional_samples + SSAO_ADAPTIVE_TAP_BASE_COUNT);
for (uint i = SSAO_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
additional_sample_count -= 1.0f;
float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
SSAOTap(p_quality_level, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
}
}
#endif
// early out for adaptive base - just output weight (used for the next pass)
if (p_adaptive_base) {
float obscurance = obscurance_sum / weight_sum;
r_shadow_term = obscurance;
r_edges = vec4(0.0);
r_weight = weight_sum;
return;
}
// calculate weighted average
float obscurance = obscurance_sum / weight_sum;
// calculate fadeout (1 close, gradient, 0 far)
float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
// Reduce the SSAO shadowing if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
// when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
}
// strength
obscurance = params.intensity * obscurance;
// clamp
obscurance = min(obscurance, params.shadow_clamp);
// fadeout
obscurance *= fade_out;
// conceptually switch to occlusion with the meaning being visibility (grows with visibility, occlusion == 1 implies full visibility),
// to be in line with what is more commonly used.
float occlusion = 1.0 - obscurance;
// modify the gradient
// note: this cannot be moved to a later pass because of loss of precision after storing in the render target
occlusion = pow(clamp(occlusion, 0.0, 1.0), params.shadow_power);
// outputs!
r_shadow_term = occlusion; // Our final 'occlusion' term (0 means fully occluded, 1 means fully lit)
r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
r_weight = weight_sum;
}
void main() {
float out_shadow_term;
float out_weight;
vec4 out_edges;
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
#ifdef SSAO_BASE
generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, true);
imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, out_weight / (float(SSAO_ADAPTIVE_TAP_BASE_COUNT) * 4.0), 0.0, 0.0));
#else
generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, false); // pass in quality levels
if (params.quality == 0) {
out_edges = vec4(1.0);
}
imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, pack_edges(out_edges), 0.0, 0.0));
#endif
}