"void main()\n"
"{\n"
" mat2 transform = mat2(texture2D(rotate, texcoord*screen_size/4.0)*2.0-1.0)\n"
- " *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*0.02;\n"
- " float depth_avg = 0.0;\n"
+ " *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;\n"
+ " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
+ " float sum = 0.0;\n"
" for(int i=0; i<=3; ++i)\n"
" for(int j=0; j<=3; ++j)\n"
" {\n"
" vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
- " depth_avg += depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n"
+ " float dxy = length(offs)*-sample;\n"
+ " float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
+ " if(abs(dz)<3*dxy)\n"
+ " sum += atan(dz/dxy)/1.570796;\n"
+ " else if(dz<0)\n"
+ " sum -= 0.8;\n"
" }\n"
- " depth_avg /= 16;\n"
- " float sample = depth_ratio.x/(texture2D(depth, texcoord).r-depth_ratio.y);\n"
- " float diff = sample-depth_avg;\n"
- " float shade = min(diff*darkness, 0.0)+1.0;\n"
- " gl_FragColor = vec4(shade, 0.0, 0.0, 1.0);\n"
+ " gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
"}\n";
const char combine_fs[] =
"uniform sampler2D occlusion;\n"
"uniform vec2 screen_size;\n"
"uniform vec2 depth_ratio;\n"
- "uniform float edge_threshold;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" for(int j=0; j<=3; ++j)\n"
" {\n"
" vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
- " float depth = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y);\n"
- " if(abs(depth-sample)<edge_threshold)\n"
+ " float dxy = length(offs)*-sample;\n"
+ " float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
+ " if(abs(dz)<3*dxy)\n"
" {\n"
" sum += texture2D(occlusion, texcoord+offs).r;\n"
" count += 1.0;\n"
occlude_texturing.attach(1, rotate_lookup);
- depth_ratio = 1/depth_ratio;
-
occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0);
occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1);
occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1);
combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0);
combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2);
combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h);
- combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
- combine_shdata.uniform(combine_shader.get_uniform_location("edge_threshold"), 0.05f);
- set_darkness(15);
+ set_depth_ratio(depth_ratio);
+ set_darkness(1.5);
MeshBuilder bld(quad);
bld.begin(TRIANGLE_STRIP);
- bld.vertex(-1, -1);
bld.vertex(-1, 1);
- bld.vertex(1, -1);
+ bld.vertex(-1, -1);
bld.vertex(1, 1);
+ bld.vertex(1, -1);
bld.end();
}
-void AmbientOcclusion::set_darkness(float d)
+void AmbientOcclusion::set_depth_ratio(float depth_ratio)
+{
+ depth_ratio = 1/depth_ratio;
+
+ occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
+ combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
+}
+
+void AmbientOcclusion::set_darkness(float darkness)
{
- darkness = d;
occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness);
}
color_buf = new Texture2D;
color_buf->set_min_filter(NEAREST);
color_buf->set_mag_filter(NEAREST);
+ color_buf->set_wrap(CLAMP_TO_EDGE);
color_buf->storage((hdr ? RGB16F : RGB), width, height);
fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
depth_buf = new Texture2D;
depth_buf->set_min_filter(NEAREST);
depth_buf->set_mag_filter(NEAREST);
+ depth_buf->set_wrap(CLAMP_TO_EDGE);
depth_buf->storage(DEPTH_COMPONENT, width, height);
fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
}