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, float3 N, float2 tc0, float4 pos2d)
{
return 1.0;
}
#else // SSAO_QUALITY
//cbuffer PixelGlobalShaderData_s : register(b0)
//{
uniform float4 screen_res;
#define g_Resolution screen_res.xy
#define g_InvResolution screen_res.zw
static const float g_MaxFootprintUV=0.01f;
#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
// static const float g_Contrast = 1.5f;
static const float g_Contrast = 0.8f;
static const float g_AngleBias = 0.0f;
static const float g_R = 0.400009334f;
static const float g_sqr_R = 0.160007462f;
static const float g_inv_R = 2.49994159f;
uniform texture2D jitter4;
#define M_PI 3.1415926f
//----------------------------------------------------------------------------------
struct PostProc_VSOut
{
float4 pos : SV_Position;
float2 texUV : TEXCOORD0;
};
//----------------------------------------------------------------------------------
float tangent(float3 P, float3 S)
{
return (P.z - S.z) / length(S.xy - P.xy);
}
//----------------------------------------------------------------------------------
float tangent(float3 T)
{
return -T.z / length(T.xy);
}
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;
}
//----------------------------------------------------------------------------------
// there's a hack in r3 that forbides enable SSAO_OPT_DATA if hbao is enabled automatically
// fix that later
float3 fetch_eye_pos(float2 uv)
{
////#define SSAO_OPT_DATA
#ifndef SSAO_OPT_DATA
#ifdef USE_MSAA
#ifdef GBUFFER_OPTIMIZATION
gbuffer_data gbd = gbuffer_load_data_offset( tc, tap, pos2d, iSample ); // this is wrong - need to correct this
#else
gbuffer_data gbd = gbuffer_load_data( tap, iSample );
#endif
#else
#ifdef GBUFFER_OPTIMIZATION
gbuffer_data gbd = gbuffer_load_data_offset( tc, tap, pos2d ); // this is wrong - need to correct this
#else
gbuffer_data gbd = gbuffer_load_data( tap );
#endif
#endif
//float3 tap_pos = s_position.Sample(smp_nofilter,tap);
float3 tap_pos = gbd.P;
#else // SSAO_OPT_DATA
float z = s_half_depth.SampleLevel( smp_nofilter, uv, 0 );
return uv_to_eye(uv, z);
#endif // SSAO_OPT_DATA
}
//----------------------------------------------------------------------------------
float falloff(float r)
{
return 1.0f - r*r;
}
float4 falloff4(float4 r)
{
return ( (1.0f).xxxx - r*r );
}
//----------------------------------------------------------------------------------
float2 snap_uv_offset(float2 uv)
{
return round(uv * g_Resolution) * g_InvResolution;
}
float2 snap_uv_coord(float2 uv)
{
//return (floor(uv * g_Resolution) + 0.5f) * g_InvResolution;
return uv - (frac(uv * g_Resolution) - 0.5f) * 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;
}
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 biased_tangent(float3 T)
{
float phi = atan(tangent(T)) + g_AngleBias;
return tan(min(phi, M_PI*0.5));
}
//----------------------------------------------------------------------------------
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_occlusion2(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 tanH = tangent(T);
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);
[branch]
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;
}
//----------------------------------------------------------------------------------
float horizon_occlusion2_4way(float2 deltaUV0,
float2 deltaUV1,
float2 deltaUV2,
float2 deltaUV3,
float2 uv_0,
float3 P,
float numSteps,
float randstep,
float3 dPdu,
float3 dPdv )
{
// Randomize starting point within the first sample distance
float2 uv0 = uv_0 + snap_uv_offset( randstep * deltaUV0 );
float2 uv1 = uv_0 + snap_uv_offset( randstep * deltaUV1 );
float2 uv2 = uv_0 + snap_uv_offset( randstep * deltaUV2 );
float2 uv3 = uv_0 + snap_uv_offset( randstep * deltaUV3 );
// Snap increments to pixels to avoid disparities between xy
// and z sample locations and sample along a line
deltaUV0 = snap_uv_offset( deltaUV0 );
deltaUV1 = snap_uv_offset( deltaUV1 );
deltaUV2 = snap_uv_offset( deltaUV2 );
deltaUV3 = snap_uv_offset( deltaUV3 );
// Compute tangent vector using the tangent plane
float3 T0 = deltaUV0.x * dPdu + deltaUV0.y * dPdv;
float3 T1 = deltaUV1.x * dPdu + deltaUV1.y * dPdv;
float3 T2 = deltaUV2.x * dPdu + deltaUV2.y * dPdv;
float3 T3 = deltaUV3.x * dPdu + deltaUV3.y * dPdv;
float4 tanH = float4( tangent(T0), tangent(T1),
tangent(T2), tangent(T3) );
float4 sinH = tanH / sqrt((1.0f).xxxx + tanH*tanH);
float ao = 0.0f;
for(float j = 1; j <= numSteps; ++j) {
uv0 += deltaUV0;
uv1 += deltaUV1;
uv2 += deltaUV2;
uv3 += deltaUV3;
float3 S0 = fetch_eye_pos(uv0);
float3 S1 = fetch_eye_pos(uv1);
float3 S2 = fetch_eye_pos(uv2);
float3 S3 = fetch_eye_pos(uv3);
// Ignore any samples outside the radius of influence
float4 d2 = float4( length2(S0 - P), length2(S1 - P),
length2(S2 - P), length2(S3 - P) );
float4 tanS = float4( tangent(P, S0), tangent(P, S1),
tangent(P, S2), tangent(P, S3) );
float4 sinS = tanS / sqrt((1.0f).xxxx + tanS*tanS);
float4 r = sqrt( d2 ) * g_inv_R.xxxx;
float4 fo = float4( falloff( r.x ), falloff( r.y ),
falloff( r.z ), falloff( r.w ) );
float4 flag = ( d2 < g_sqr_R.xxxx ? (1.0f).xxxx : (0.0f).xxxx );
flag *= ( tanS > tanH ? (1.0f).xxxx : (0.0f).xxxx );
ao += dot( flag, fo * ( sinS - sinH ) );
tanH = ( flag > (0.0f).xxxx ? tanS : tanH );
sinH = ( flag > (0.0f).xxxx ? sinS : sinH );
}
return ao;
}
float4 calc_hbao(float z, float3 N, float2 tc0, float4 pos2d)
{
float3 P = uv_to_eye(tc0, z);
float2 step_size = float2 (.5f / 1024.0f, .5f / 768.0f)*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 = jitter4.Load(int3((int)pos2d.x&63, (int)pos2d.y&63, 0)).xyz;
#else
float3 tc1 = mul( m_v2w, float4(P,1) );
tc1 *= ssao_noise_tile_factor;
tc1.xz += tc1.y;
float3 rand_Dir = jitter4.SampleLevel(smp_jitter, tc1.xz, 0).xyz;
#endif
// 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));
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 dPdu = min_diff(P, Pr, Pl);
float3 dPdv = min_diff(P, Pt, Pb) * (g_Resolution.y * g_InvResolution.x);
// Loop for all directions
float ao = 0;
float alpha = 2.0f * M_PI / g_NumDir;
float delta = g_NumDir / numDirs;
int iNumDir = ceil( int( g_NumDir / delta ) );
#ifndef VECTORIZED_CODE
for (int i = 0; i < iNumDir; ++i ) {
float d = float(i)*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_occlusion2(deltaUV, tc0, P, numSteps, rand_Dir.z, dPdu, dPdv);
//ao += horizon_occlusion_integrateDirection(deltaUV, tc0, P, numSteps, rand_Dir.z);
}
#else // VECTORIZED_CODE
for (int i = 0; i < (iNumDir / 4); ++i) {
float d = float(i)*delta;
float4 angle = alpha * float4( 4.0f*d + 0.0f * delta, 4.0f*d + 1.0f * delta,
4.0f*d + 2.0f * delta, 4.0f*d + 3.0f * delta);
float4 f4Cos = cos( angle );
float4 f4Sin = sin( angle );
float2 dir_0 = float2(f4Cos.x, f4Sin.x);
float2 dir_1 = float2(f4Cos.y, f4Sin.y);
float2 dir_2 = float2(f4Cos.z, f4Sin.z);
float2 dir_3 = float2(f4Cos.w, f4Sin.w);
float2 deltaUV0 = step_size.xy * float2(dir_0.x*rand_Dir.x - dir_0.y*rand_Dir.y,
dir_0.x*rand_Dir.y + dir_0.y*rand_Dir.x);
float2 deltaUV1 = step_size.xy * float2(dir_1.x*rand_Dir.x - dir_1.y*rand_Dir.y,
dir_1.x*rand_Dir.y + dir_1.y*rand_Dir.x);
float2 deltaUV2 = step_size.xy * float2(dir_2.x*rand_Dir.x - dir_2.y*rand_Dir.y,
dir_2.x*rand_Dir.y + dir_2.y*rand_Dir.x);
float2 deltaUV3 = step_size.xy * float2(dir_3.x*rand_Dir.x - dir_3.y*rand_Dir.y,
dir_3.x*rand_Dir.y + dir_3.y*rand_Dir.x);
ao += horizon_occlusion2_4way(deltaUV0, deltaUV1, deltaUV2, deltaUV3,
tc0, P, numSteps, rand_Dir.z, dPdu, dPdv);
}
// Handle remaining directions that are not a multiple of 4. Only define this if the number of directions required
// is not a multiple of 4.
for (i = 4 * (iNumDir/4); i < iNumDir; ++i) {
float d = float(i)*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_occlusion2(deltaUV, tc0, P, numSteps, rand_Dir.z, dPdu, dPdv);
}
#endif // VECTORIZED_CODE
float WeaponAttenuation = smoothstep( 0.8, 0.9, length( P.xyz ));
return 1.0 - ao / g_NumDir * (g_Contrast*WeaponAttenuation);
}
#endif // SSAO_QUALITY