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  • 《Alchemy AO》

    uniform sampler2D depths;
    uniform sampler2D wc_normals;
    uniform sampler2D random_texture;
    
    uniform vec3 wc_camera_eye_position;
    uniform floatz_far;
    
    uniform vec2 tc_window;
    
    uniform mat4 projection_matrix;
    uniform mat4 view_projection_matrix;
    uniform mat4 inverse_view_projection_matrix;
    
    
    struct vertex_data {
        vec3 wc_camera_ray_direction;
    };
    noperspective in vertex_data vertex;
    
    out vec4 ambient_occlusion;
    
    
    float tc_depth(in vec2 tc) {
        return texture(depths, tc).x;
    }
    
    float ec_depth(in vec2 tc) {
        float buffer_z = texture(depths, tc).x;
        return projection_matrix[3][2] / (−2.0 ∗ buffer_z + 1.0 − projection_matrix[2][2]);
    }
    
    
    void main() {
        vec2 tc_depths = gl_FragCoord.xy / tc_window;
        vec3 wc_normal = texture(wc_normals, tc_depths).xyz;
        floatn dc_linear_depth= −ec_depth(tc_depths) / z_far;
        vec3 wc_position = wc_camera_eye_position + vertex.wc_camera_ray_direction ∗ ndc_linear_depth;
    
        ambient_occlusion.a = 0.0;
    
        const int base_samples = 0;
        const int min_samples = 64;
        const float radius = 10.0;
        const float projection_factor = 0.75;
        const float bias = 1.0;
        const float sigma = 2.0;
        const float epsilon = 0.00001;
    
        int samples = max(int(base_samples / ( 1.0 + base_samples ∗ ndc_linear_depth)), min_samples);
    
        mat4 inverse_view_projection_matrix = inverse(view_projection_matrix);
        float projected_radius = radius ∗ projection_factor / −ec_depth (tc_depths);
    
        vec2 inverted_random_texture_size = 1.0 / vec2(textureSize(random_texture, 0));
        vec2 tc_random_texture = gl_FragCoord.xy ∗ inverted_random_texture_size;
    
        vec3 random_direction = texture(random_texture, tc_random_texture).xyz;
        random_direction = normalize(random_direction ∗ 2.01.0);
    
        for(int i = 0; i < samples; ++i) {
            vec2 sample_random_direction = texture(random_texture, vec2(float(i) ∗
            inverted_random_texture_size.x, float(i / textureSize(random_texture, 0).x) ∗
            inverted_random_texture_size.y)).xy;
            sample_random_direction = sample_random_direction ∗ 2.01.0;
    
            vec3 tc_sample;
            tc_sample.xy = tc_depths + sample_random_direction ∗ projected_radius;
            tc_sample.z = tc_depth(tc_sample.xy);
            vec3 ndc_sample = tc_sample ∗ 2.01.0;
            vec4 temporary = inverse_view_projection_matrix ∗ vec4(ndc_sample, 1.0);
            vec3 wc_sample = temporary.xyz / temporary.w;
    
            vec3 v = wc_sample − wc_position;
    
            ambient_occlusion.a += max(0.0, dot(v, wc_normal) − bias) / ( dot(v, v) + epsilon);
        }
    
        ambient_occlusion.a = max(0.0, 1.02.0 ∗ sigma / float(samples) ∗ ambient_occlusion.a);
    }

    https://gist.github.com/gordonnl/0a604ae7c515978d2e6d

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  • 原文地址:https://www.cnblogs.com/DeanWang/p/7232612.html
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