// From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/ // and improvements here http://graphics.cs.williams.edu/papers/SAOHPG12/ // and implementations here https://github.com/google/filament/blob/026b985c07b7eec4f678e0e5130d0a4e742e9c61/filament/src/materials/ssao/saoImpl.fs uniform sampler2D dtex; uniform float radius; uniform float k; uniform float sigma; out float AO; const float thickness = 10.0; #define SAMPLES 4 const float invSamples = 0.25; // 1. / SAMPLES vec3 getXcYcZc(int x, int y, float zC) { // We use perspective symetric projection matrix hence P(0,2) = P(1, 2) = 0 float xC= (2. * (float(x)) / u_screen.x - 1.) * zC / u_projection_matrix[0][0]; float yC= (2. * (float(y)) / u_screen.y - 1.) * zC / u_projection_matrix[1][1]; return vec3(xC, yC, zC); } float interleavedGradientNoise(highp vec2 w) { const vec3 m = vec3(0.06711056, 0.00583715, 52.9829189); return fract(m.z * fract(dot(w, m.xy))); } void main(void) { vec2 uv = gl_FragCoord.xy / u_screen; float lineardepth = textureLod(dtex, uv, 0.).x; highp int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y); vec3 FragPos = getXcYcZc(x, y, lineardepth); // get the normal of current fragment vec3 ddx = dFdx(FragPos); vec3 ddy = dFdy(FragPos); vec3 norm = normalize(cross(ddy, ddx)); float r = radius / FragPos.z; float phi = interleavedGradientNoise(vec2(gl_FragCoord.x, gl_FragCoord.y)); float bl = 0.0; float m = log2(r) + 6. + log2(invSamples); float peak = 0.1 * radius; float peak2 = peak * peak; float intensity = 2.0 * 3.14159 * sigma * peak * invSamples; // Apply stronger bias when the resolution is lower. float horizon = min(100. / min(u_screen.x, u_screen.y), 0.3); float bias = min(1. / min(u_screen.x, u_screen.y), 0.003); float theta = phi * 2.0 * 2.4 * 3.14159; vec2 rotations = vec2(cos(theta), sin(theta)) * u_screen; vec2 offset = vec2(cos(invSamples), sin(invSamples)); for(int i = 0; i < SAMPLES; ++i) { float alpha = (float(i) + .5) * invSamples; rotations = vec2(rotations.x * offset.x - rotations.y * offset.y, rotations.x * offset.y + rotations.y * offset.x); float h = r * alpha; vec2 localoffset = h * rotations; ivec2 ioccluder_uv = clamp(ivec2(x, y) + ivec2(localoffset), ivec2(0), ivec2(u_screen)); float LinearoccluderFragmentDepth = textureLod(dtex, vec2(ioccluder_uv) / u_screen, max(m, 0.)).x; vec3 OccluderPos = getXcYcZc(ioccluder_uv.x, ioccluder_uv.y, LinearoccluderFragmentDepth); vec3 vi = OccluderPos - FragPos; float vv = dot(vi, vi); float vn = dot(vi, norm); float w = max(0.0, 1.0 - vv / thickness / thickness); w = w * w; w *= step(vv * horizon * horizon, vn * vn); bl += w * max(0., vn - FragPos.z * bias) / (vv + peak); } AO = pow(max(1.0 - sqrt(bl * intensity), 0.), k); }