From 7e67337718b38e23a24172806b23c744f5dc58fe Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Sat, 15 Jun 2019 15:18:09 +0300 Subject: [PATCH] Improve ambient occlusion edge detection The depth thresholds are now based on the distance of the sample from the center, which works better in the presence of sloped flat surfaces. --- shaderlib/ambientocclusion_combine.glsl | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/shaderlib/ambientocclusion_combine.glsl b/shaderlib/ambientocclusion_combine.glsl index 1e8bd821..05aea60a 100644 --- a/shaderlib/ambientocclusion_combine.glsl +++ b/shaderlib/ambientocclusion_combine.glsl @@ -5,17 +5,19 @@ import ambientocclusion; void main() { vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r)); - float min_depth = project(vec3(center.xy, center.z+occlusion_radius*0.1)).z; - float max_depth = project(vec3(center.xy, center.z-occlusion_radius*0.1)).z; vec2 tex_scale = 1.0/vec2(textureSize(occlusion, 0)); float sum = 0.0; float count = 0.0; for(int i=0; i<4; ++i) for(int j=0; j<4; ++j) { - vec2 offset = vec2(float(i)-1.5, float(j)-1.5)*tex_scale; - float occ = texture(occlusion, texcoord+offset).r; - float sample = texture(depth, texcoord+offset).r; + vec2 offset = vec2(float(i), float(j))-1.5; + vec2 sample_coord = texcoord+offset*tex_scale; + float occ = texture(occlusion, sample_coord).r; + float sample = texture(depth, sample_coord).r; + float z_range = occlusion_radius*length(offset)*0.1; + float min_depth = project(vec3(center.xy, center.z+z_range)).z; + float max_depth = project(vec3(center.xy, center.z-z_range)).z; if(sample>=min_depth && sample<=max_depth) { sum += occ; -- 2.43.0