// based on code by arkano22. See: http://www.gamedev.net/forums/topic/550699-ssao-no-halo-artifacts/ // - rlyeh, public domain uniform vec2 camerarange; /// set:1,1024 // uniform sampler2D som; // Depth texture (iChannel1) #if 0 uniform sampler2D rand; // Random texture (iChannel2) vec2 getRandom(vec2 uv) { vec3 random = texture2D(rand, uv.st); return random*2.0-vec3(1.0); } #else #define MOD3 vec3(.1031,.11369,.13787) float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * MOD3); p3 += dot(p3, p3.yzx + 19.19); return fract((p3.x + p3.y) * p3.z); } vec2 hash22(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * MOD3); p3 += dot(p3, p3.yzx+19.19); return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y)); } vec3 getPosition(vec2 uv) { float fl = textureLod(iChannel0, vec2(0.), 0.).x; float d = textureLod(iChannel0, uv, 0.).w; vec2 p = uv*2.-1.; mat3 ca = mat3(1.,0.,0.,0.,1.,0.,0.,0.,-1./1.5); vec3 rd = normalize( ca * vec3(p,fl) ); vec3 pos = rd * d; return pos; } vec2 getRandom(vec2 uv) { return normalize(hash22(uv*126.1231) * 2. - 1.); } #endif float pw = 1.0/iResolution.x*0.5; float ph = 1.0/iResolution.y*0.5; float readDepth(in vec2 coord) { if (coord.x<0||coord.y<0) return 1.0; float nearZ = camerarange.x; float farZ =camerarange.y; float posZ = texture(iChannel1, coord).x; return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ)); } float compareDepths(in float depth1, in float depth2,inout int far) { float diff = (depth1 - depth2)*100; //depth difference (0-100) float gdisplace = 0.2; //gauss bell center float garea = 2.0; //gauss bell width 2 //reduce left bell width to avoid self-shadowing if (diff 0.0 && coordh < 1.0 && coordh > 0.0){ vec2 coord = vec2(coordw , coordh); vec2 coord2 = vec2(coordw2, coordh2); int far = 0; temp = compareDepths(depth, readDepth(coord),far); //DEPTH EXTRAPOLATION: if (far > 0){ temp2 = compareDepths(readDepth(coord2),depth,far); temp += (1.0-temp)*temp2; } } return temp; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { //randomization texture: vec2 uv = fragCoord.xy / iResolution.xy; vec2 random = getRandom( uv + vec2(iTime) ); //initialize stuff: float depth = readDepth(uv); float ao = 0.0; for(int i=0; i<4;++i) { //calculate color bleeding and ao: ao+=calcAO(depth, uv, pw, ph); ao+=calcAO(depth, uv, pw, -ph); ao+=calcAO(depth, uv, -pw, ph); ao+=calcAO(depth, uv, -pw, -ph); ao+=calcAO(depth, uv, pw*1.2, 0); ao+=calcAO(depth, uv, -pw*1.2, 0); ao+=calcAO(depth, uv, 0, ph*1.2); ao+=calcAO(depth, uv, 0, -ph*1.2); //sample jittering: pw += random.x*0.0007; ph += random.y*0.0007; //increase sampling area: pw *= 1.7; ph *= 1.7; } //final values, some adjusting: vec4 texel = texture(iChannel0, uv); float finalAO = 1.0-(ao/32.0); finalAO = 0.5+finalAO*0.5; fragColor = vec4(texel.rgb * vec3(finalAO), texel.a); //fragColor = vec4(vec3(finalAO), texel.a); // << debug }