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gamedata/shaders/d3d11/ssao.ps.hlsl
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gamedata/shaders/d3d11/ssao.ps.hlsl
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#ifndef SSAO_1231242112
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#define SSAO_1231242112
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#include "common.hlsli"
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#define SSAO_RADIUS 0.8
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Texture2D jitter0;
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sampler smp_jitter;
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float4 scaled_screen_res;
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float3 uv_to_eye(float2 uv, float eye_z)
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{
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uv = uv * float2(2.0f, 2.0f) - float2(1.0f, 1.0f);
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return float3(uv * pos_decompression_params.xy, 1.0f) * eye_z;
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}
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/*
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SSAO Нагло украдено у Sir Lancevrot (с его разрешения)
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*/
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float3 GetViewPos(float2 uv)
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{
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float depth = s_position.SampleLevel(smp_nofilter, uv, 0).x;
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return uv_to_eye(uv, depth_unpack.x * rcp(depth - depth_unpack.y));
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}
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float doPBAO(float2 uv, float3 pos, float3 n, float invRad, float bias, float selfOcc)
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{
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float3 p = GbufferGetPointRealUnjitter(uv);
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float3 dist = p - pos;
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float len = length(dist);
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float3 v = dist * rcp(len);
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float atten = len * invRad;
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return max(-selfOcc, dot(n, v) - bias) * rcp(atten * atten + 1.0f);
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}
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float calc_ssao(float depth, float3 normal, float2 tc0)
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{
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// define kernel
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float n = 0.0f;
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const float step = 0.875f;
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const float fScale = 0.57735f * 0.025f;
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const float inv2 = 0.5f;
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const float inv5_3 = 0.188679245283f;
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const float inv8 = 0.125f;
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const float inv16 = 0.0625f;
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const float selfOcc = 0.0f; // range: 0.0f to 1.0f
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const float2 focalLen = rcp(pos_decompression_params.xy);
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const float3 arrKernel[8] =
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{
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float3( 1.0, 1.0, 1.0) * fScale * (n += step),
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float3(-1.0, -1.0, -1.0) * fScale * (n += step),
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float3(-1.0, -1.0, 1.0) * fScale * (n += step),
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float3(-1.0, 1.0, -1.0) * fScale * (n += step),
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float3(-1.0, 1.0, 1.0) * fScale * (n += step),
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float3( 1.0, -1.0, -1.0) * fScale * (n += step),
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float3( 1.0, -1.0, 1.0) * fScale * (n += step),
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float3( 1.0, 1.0, -1.0) * fScale * (n += step),
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};
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float2 tc1 = (tc0 * scaled_screen_res.xy) * 0.015625f;
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float3 rotSample = jitter0.Sample(smp_jitter, tc1).xyz;
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rotSample = frac(m_taa_jitter.z + rotSample);
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rotSample = normalize(rotSample - 0.5f);
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float3 pos = GbufferGetPointRealUnjitter(tc0, depth) * 0.99f;
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// calculate angle bias
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float bias = 0.0;
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// calculate contrast
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float contrast = inv16 * rcp(1.0f - saturate(bias));
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// calculate radius
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float radius = SSAO_RADIUS * saturate(pos.z * inv5_3) * (1.0f + pos.z * inv8);
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float invRad = rcp(radius);
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float2 radius2D = radius * focalLen * rcp(pos.z);
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float ao = 0.0f;
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// calculate ao
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[unroll]
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for (int i = 0; i < 8; ++i) {
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float2 deltaUV = reflect(arrKernel[i], rotSample).xy * radius2D;
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ao += doPBAO(tc0 + deltaUV, pos, normal, invRad, bias, selfOcc);
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ao += doPBAO(tc0 + deltaUV * inv2, pos, normal, invRad, bias, selfOcc);
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}
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ao = 1.0f - (ao * contrast + selfOcc);
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return ao * ao;
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}
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#endif
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