add game&rawdata

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Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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#ifndef SSAO_QUALITY
float4 calc_hbao(float z, float4 curN, float2 tc0)
{
return 1.0h;
}
#else // SSAO_QUALITY
#define g_Resolution screen_res.xy
#define g_InvResolution screen_res.zw
static const float g_MaxFootprintUV=0.01f;
static const float g_R = 0.400009334f;
static const float g_sqr_R = 0.160007462f;
static const float g_inv_R = 2.49994159f;
// static const float g_Contrast = 1.5f;
static const float g_Contrast = 0.8f;
static const float g_AngleBias = 0.0f;
#if SSAO_QUALITY == 3
static const float g_NumDir = 6.0f;
static const float g_NumSteps = 3.0f;
#elif SSAO_QUALITY == 2
static const float g_NumDir = 5.0f;
static const float g_NumSteps = 3.0f;
#elif SSAO_QUALITY == 1
static const float g_NumDir = 4.0f;
static const float g_NumSteps = 3.0f;
#endif
uniform sampler2D jitter4;
#define M_PI 3.14159265f
//----------------------------------------------------------------------------------
float tangent(float3 P, float3 S)
{
return (P.z - S.z) / length(S.xy - P.xy);
}
//----------------------------------------------------------------------------------
float3 fetch_eye_pos(float2 uv)
{
#ifdef SSAO_OPT_DATA
float z = tex2Dlod(s_half_depth, float4(uv, 0, 0)).x;
return uv_to_eye(uv, z);
#else // SSAO_OPT_DATA
return tex2Dlod (s_position, float4(uv, 0, 0));
#endif // SSAO_OPT_DATA
}
float3 tangent_eye_pos(float2 uv, float4 tangentPlane)
{
// view vector going through the surface point at uv
float3 V = fetch_eye_pos(uv);
float NdotV = dot(tangentPlane.xyz, V);
// intersect with tangent plane except for silhouette edges
if (NdotV < 0.0) V *= (tangentPlane.w / NdotV);
return V;
}
float length2(float3 v) { return dot(v, v); }
//----------------------------------------------------------------------------------
float3 min_diff(float3 P, float3 Pr, float3 Pl)
{
float3 V1 = Pr - P;
float3 V2 = P - Pl;
return (length2(V1) < length2(V2)) ? V1 : V2;
}
//----------------------------------------------------------------------------------
float falloff(float r)
{
return 1.0f - r*r;
}
//----------------------------------------------------------------------------------
float2 snap_uv_offset(float2 uv)
{
return round(uv * g_Resolution) * g_InvResolution;
}
//----------------------------------------------------------------------------------
float tan_to_sin(float x)
{
return x / sqrt(1.0f + x*x);
}
//----------------------------------------------------------------------------------
float3 tangent_vector(float2 deltaUV, float3 dPdu, float3 dPdv)
{
return deltaUV.x * dPdu + deltaUV.y * dPdv;
}
//----------------------------------------------------------------------------------
void integrate_direction(inout float ao, float3 P, float2 uv, float2 deltaUV,
float numSteps, float tanH, float sinH)
{
for (float j = 1; j <= numSteps; ++j) {
uv += deltaUV;
float3 S = fetch_eye_pos(uv);
// Ignore any samples outside the radius of influence
float d2 = length2(S - P);
if (d2 < g_sqr_R) {
float tanS = tangent(P, S);
//[branch]
if(tanS > tanH) {
// Accumulate AO between the horizon and the sample
float sinS = tanS / sqrt(1.0f + tanS*tanS);
float r = sqrt(d2) * g_inv_R;
ao += falloff(r) * (sinS - sinH);
// Update the current horizon angle
tanH = tanS;
sinH = sinS;
}
}
}
}
//----------------------------------------------------------------------------------
float horizon_occlusion_integrateDirection(float2 deltaUV,
float2 uv0,
float3 P,
float numSteps,
float randstep)
{
// Randomize starting point within the first sample distance
float2 uv = uv0 + snap_uv_offset( randstep * deltaUV );
// Snap increments to pixels to avoid disparities between xy
// and z sample locations and sample along a line
deltaUV = snap_uv_offset( deltaUV );
// Add a small bias in case (g_AngleBias == 0.0)
float tanT = tan(-M_PI*0.5 + g_AngleBias + 1.e-5);
float sinT = tan_to_sin(tanT);
float ao = 0;
integrate_direction(ao, P, uv, deltaUV, numSteps, tanT, sinT);
// Integrate opposite directions together
deltaUV = -deltaUV;
uv = uv0 + snap_uv_offset( randstep * deltaUV );
integrate_direction(ao, P, uv, deltaUV, numSteps, tanT, sinT);
// Divide by 2 because we have integrated 2 directions together
// Subtract 1 and clamp to remove the part below the surface
return max(ao * 0.5 - 1.0, 0.0);
}
//----------------------------------------------------------------------------------
float horizon_occlusion(float2 deltaUV,
float2 uv0,
float3 P,
float numSteps,
float randstep,
float3 dPdu,
float3 dPdv)
{
// Randomize starting point within the first sample distance
float2 uv = uv0 + snap_uv_offset( randstep * deltaUV );
// Snap increments to pixels to avoid disparities between xy
// and z sample locations and sample along a line
deltaUV = snap_uv_offset( deltaUV );
// Compute tangent vector using the tangent plane
float3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
float phi = atan(-T.z / length(T.xy)) + 0.1f;//g_AngleBias;
float tanH = tan(min(phi, M_PI*0.5));
float sinH = tanH / sqrt(1.0f + tanH*tanH);
float ao = 0;
for(float j = 1; j <= numSteps; ++j) {
uv += deltaUV;
float3 S = fetch_eye_pos(uv);
// Ignore any samples outside the radius of influence
float d2 = length2(S - P);
float tanS = tangent(P, S);
if ((d2 < g_sqr_R) && (tanS > tanH)) {
// Accumulate AO between the horizon and the sample
float sinS = tanS / sqrt(1.0f + tanS*tanS);
float r = sqrt(d2) * g_inv_R;
ao += falloff(r) * (sinS - sinH);
// Update the current horizon angle
tanH = tanS;
sinH = sinS;
}
}
return ao;
}
float4 calc_hbao(float z, float4 curN, float2 tc0)
{
const float ssao_noise_tile_factor = ssao_params.x;
const float ssao_kernel_size = ssao_params.y;
float3 N = curN.xyz;
float3 P = uv_to_eye(tc0, z);
// Calculate the real number of steps based on Z distance, and
// early out if geometry is too far away.
float2 step_size = float2 (.5f / 1024.h, .5f / 768.h)*ssao_kernel_size/max(z,1.3);
float numSteps = min ( g_NumSteps, min(step_size.x * g_Resolution.x, step_size.y * g_Resolution.y));
float numDirs = min ( g_NumDir, min(step_size.x / 4 * g_Resolution.x, step_size.y / 4 * g_Resolution.y));
// if( numSteps < 1.0 ) return 1.0;
step_size = step_size / ( numSteps + 1 );
// (cos(alpha),sin(alpha),jitter)
#ifndef HBAO_WORLD_JITTER
float3 rand_Dir = tex2D(jitter4, tc0 * g_Resolution /64.0f).rgb;
#else
float3 tc1 = mul( m_v2w, float4(P,1) );
tc1 *= ssao_noise_tile_factor;
tc1.xz += tc1.y;
float3 rand_Dir = tex2D(jitter4, tc1.xz).xyz;
#endif
//rand_Dir = float3(1,0,0);
// footprint optimization
float maxNumSteps = g_MaxFootprintUV / step_size;
if (maxNumSteps < numSteps)
{
numSteps = floor(maxNumSteps + rand_Dir.z);
numSteps = max(numSteps, 1);
step_size = g_MaxFootprintUV / numSteps;
}
float4 tangentPlane = float4(N, dot(P, N));
// Nearest neighbor pixels on the tangent plane
float3 Pr = tangent_eye_pos(tc0 + float2(g_InvResolution.x, 0), tangentPlane);
float3 Pl = tangent_eye_pos(tc0 + float2(-g_InvResolution.x, 0), tangentPlane);
float3 Pt = tangent_eye_pos(tc0 + float2(0, g_InvResolution.y), tangentPlane);
float3 Pb = tangent_eye_pos(tc0 + float2(0, -g_InvResolution.y), tangentPlane);
//float3 Pr, Pl, Pt, Pb;
//Pr = fetch_eye_pos(IN.texUV + float2(g_InvResolution.x, 0));
//Pl = fetch_eye_pos(IN.texUV + float2(-g_InvResolution.x, 0));
//Pt = fetch_eye_pos(IN.texUV + float2(0, g_InvResolution.y));
//Pb = fetch_eye_pos(IN.texUV + float2(0, -g_InvResolution.y));
//float3 N = normalize(cross(Pr - Pl, Pt - Pb));
//tangentPlane = float4(N, dot(P, N));
// Screen-aligned basis for the tangent plane
float3 dPdu = min_diff(P, Pr, Pl);
float3 dPdv = min_diff(P, Pt, Pb) * (g_Resolution.y * g_InvResolution.x);
// Loop over all directions
float ao = 0;
float delta = g_NumDir / numDirs;
float alpha = 2.0f * M_PI / g_NumDir;
for (float d = 0; d < g_NumDir; d+=delta) {
float angle = alpha * d;
float2 dir = float2(cos(angle), sin(angle));
float2 deltaUV = float2(dir.x*rand_Dir.x - dir.y*rand_Dir.y,
dir.x*rand_Dir.y + dir.y*rand_Dir.x)
* step_size.xy;
ao += horizon_occlusion(deltaUV, tc0, P, numSteps, rand_Dir.z, dPdu, dPdv);
//ao += horizon_occlusion_integrateDirection(deltaUV, tc0, P, numSteps, rand_Dir.z);
}
// this saturate is not needed if the AO render target is UNORM
return saturate(1.0 - ao / g_NumDir * g_Contrast);
}
#endif // SSAO_QUALITY