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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 05:09:20 +02:00
feat(render): ground truth ambient occlusion darkens creases, recesses and the space under desks and frames, computed at half resolution from the reversed depth buffer with a depth-aware blur and multiplied into the image before motion blur, so it works with the default settings; thin parts in front of a surface, such as a steering wheel, shade it only from close by, and gfx.postfx.gtao.enabled, radius, intensity, directions and steps set it from the ini
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102
shaders/postfx_gtao.frag
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102
shaders/postfx_gtao.frag
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in vec2 f_coords;
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layout(location = 0) out vec4 out_color;
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#texture (depth_tex, 0, R)
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uniform sampler2D depth_tex;
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#include <common>
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const float PI = 3.14159265;
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const float HALF_PI = 1.57079633;
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vec3 view_position(ivec2 texel)
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{
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vec2 size = vec2(textureSize(depth_tex, 0));
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texel = clamp(texel, ivec2(0), ivec2(size) - 1);
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float depth = max(texelFetch(depth_tex, texel, 0).r, 1e-6);
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float ndcz = (param[1].x > 0.5 ? depth : depth * 2.0 - 1.0);
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float z = -projection[3][2] / (ndcz + projection[2][2]);
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vec2 ndc = (vec2(texel) + 0.5) / size * 2.0 - 1.0;
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return vec3((-ndc.x * z - projection[2][0] * z) / projection[0][0],
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(-ndc.y * z - projection[2][1] * z) / projection[1][1],
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z);
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}
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void main()
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{
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vec2 size = vec2(textureSize(depth_tex, 0));
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ivec2 center = ivec2(f_coords * size);
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if (texelFetch(depth_tex, center, 0).r <= 0.0) {
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out_color = vec4(1.0);
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return;
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}
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vec3 P = view_position(center);
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vec3 V = normalize(-P);
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vec3 right = view_position(center + ivec2(1, 0)) - P;
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vec3 left = P - view_position(center - ivec2(1, 0));
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vec3 up = view_position(center + ivec2(0, 1)) - P;
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vec3 down = P - view_position(center - ivec2(0, 1));
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vec3 N = normalize(cross(abs(right.z) < abs(left.z) ? right : left, abs(up.z) < abs(down.z) ? up : down));
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if (dot(N, V) < 0.0)
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N = -N;
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float radius = param[0].x;
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float pixels = radius * projection[1][1] * 0.5 * size.y / -P.z;
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if (pixels < 2.0) {
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out_color = vec4(1.0);
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return;
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}
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pixels = min(pixels, size.y * 0.25);
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int directions = max(int(param[0].z), 1);
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int steps = max(int(param[0].w), 1);
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float falloffrange = 0.6 * radius;
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float falloffmul = -1.0 / falloffrange;
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float falloffadd = (radius - falloffrange) / falloffrange + 1.0;
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float noise = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))));
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float jitter = fract(noise * 1.61803399);
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float visibility = 0.0;
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for (int d = 0; d < directions; ++d)
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{
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float phi = (float(d) + noise) * PI / float(directions);
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vec2 omega = vec2(cos(phi), sin(phi));
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vec3 direction = vec3(omega, 0.0);
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vec3 ortho = direction - dot(direction, V) * V;
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vec3 axis = normalize(cross(ortho, V));
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vec3 projected = N - axis * dot(N, axis);
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float projectedlength = length(projected);
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float cosn = clamp(dot(projected, V) / max(projectedlength, 1e-4), 0.0, 1.0);
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float n = sign(dot(ortho, projected)) * acos(cosn);
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float lowcos0 = cos(n + HALF_PI);
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float lowcos1 = cos(n - HALF_PI);
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float horizoncos0 = lowcos0;
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float horizoncos1 = lowcos1;
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for (int s = 0; s < steps; ++s)
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{
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float t = (float(s) + jitter) / float(steps);
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t = t * t;
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vec2 offset = omega * max(t * pixels, 1.5);
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vec3 delta0 = view_position(center + ivec2(round(offset))) - P;
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vec3 delta1 = view_position(center - ivec2(round(offset))) - P;
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float length0 = length(delta0);
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float length1 = length(delta1);
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float weight0 = clamp(length(vec3(delta0.xy, delta0.z * (delta0.z > 0.0 ? 5.0 : 1.0))) * falloffmul + falloffadd, 0.0, 1.0);
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float weight1 = clamp(length(vec3(delta1.xy, delta1.z * (delta1.z > 0.0 ? 5.0 : 1.0))) * falloffmul + falloffadd, 0.0, 1.0);
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horizoncos0 = max(horizoncos0, mix(lowcos0, dot(delta0, V) / max(length0, 1e-4), weight0));
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horizoncos1 = max(horizoncos1, mix(lowcos1, dot(delta1, V) / max(length1, 1e-4), weight1));
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}
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float h0 = -acos(clamp(horizoncos1, -1.0, 1.0));
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float h1 = acos(clamp(horizoncos0, -1.0, 1.0));
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h0 = n + clamp(h0 - n, -HALF_PI, HALF_PI);
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h1 = n + clamp(h1 - n, -HALF_PI, HALF_PI);
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float arc0 = (cosn + 2.0 * h0 * sin(n) - cos(2.0 * h0 - n)) * 0.25;
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float arc1 = (cosn + 2.0 * h1 * sin(n) - cos(2.0 * h1 - n)) * 0.25;
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visibility += projectedlength * (arc0 + arc1);
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}
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visibility = clamp(visibility / float(directions), 0.0, 1.0);
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float fade = smoothstep(param[1].y * 0.75, param[1].y, -P.z);
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out_color = vec4(mix(visibility, 1.0, fade));
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}
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13
shaders/postfx_gtao_apply.frag
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13
shaders/postfx_gtao_apply.frag
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in vec2 f_coords;
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layout(location = 0) out vec4 out_color;
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#texture (ao_tex, 0, R)
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uniform sampler2D ao_tex;
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#include <common>
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void main()
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{
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out_color = vec4(vec3(pow(clamp(texture(ao_tex, f_coords).r, 0.0, 1.0), param[0].y)), 1.0);
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}
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45
shaders/postfx_gtao_blur.frag
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45
shaders/postfx_gtao_blur.frag
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in vec2 f_coords;
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layout(location = 0) out vec4 out_color;
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#texture (ao_tex, 0, R)
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uniform sampler2D ao_tex;
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#texture (depth_tex, 1, R)
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uniform sampler2D depth_tex;
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#include <common>
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float view_distance(vec2 uv)
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{
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ivec2 size = textureSize(depth_tex, 0);
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float depth = texelFetch(depth_tex, clamp(ivec2(uv * vec2(size)), ivec2(0), size - 1), 0).r;
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if (depth <= 0.0)
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return 1e6;
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float ndcz = (param[1].x > 0.5 ? depth : depth * 2.0 - 1.0);
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return projection[3][2] / (ndcz + projection[2][2]);
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}
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void main()
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{
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vec2 texel = 1.0 / vec2(textureSize(ao_tex, 0));
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float center = view_distance(f_coords);
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if (center >= 1e6) {
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out_color = vec4(1.0);
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return;
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}
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float sum = 0.0;
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float weights = 0.0;
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for (int y = -2; y <= 2; ++y)
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{
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for (int x = -2; x <= 2; ++x)
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{
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vec2 uv = f_coords + vec2(float(x), float(y)) * texel;
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float difference = (view_distance(uv) - center) / (center * 0.02 + 0.01);
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float weight = exp(-float(x * x + y * y) / 4.5 - difference * difference);
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sum += texture(ao_tex, uv).r * weight;
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weights += weight;
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}
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}
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out_color = vec4(sum / max(weights, 1e-4));
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}
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