diff --git a/packages/ludic.render3d/post.ludic b/packages/ludic.render3d/post.ludic index d44437a9..6ebee0b3 100644 --- a/packages/ludic.render3d/post.ludic +++ b/packages/ludic.render3d/post.ludic @@ -50,6 +50,7 @@ var post_ao_blur: Target = null var post_p_ao: int = 0 var post_p_ao_blur: int = 0 var post_ao_radius: int = 0 +var post_contact: int = 0x3FA00000 # 1.25: how hard a thing is darkened where it meets the ground var post_ao_intensity: int = 0 var post_ao_strength: int = 0 var post_gi_strength: int = 0x3ECCCCCD # 0.4 @@ -297,6 +298,9 @@ function post_ssao_pass() -> void { u_f2(gpu_uniform(post_p_ao, "u_texel"), fr(1, post_w), fr(1, post_h)) u_f(gpu_uniform(post_p_ao, "u_radius"), post_ao_radius) u_f(gpu_uniform(post_p_ao, "u_intensity"), post_ao_intensity) + var contact = post_contact + if r3d_env_has("R3D_NOCONTACT") { contact = F_ZERO } + u_f(gpu_uniform(post_p_ao, "u_contact"), contact) mesh_draw(post_fs) target_bind(post_ao_blur) gpu_use_program(post_p_ao_blur) diff --git a/packages/ludic.render3d/shaders/spv/676965ab.frag.spv b/packages/ludic.render3d/shaders/spv/676965ab.frag.spv index 3a424152..7bbe8af9 100644 Binary files a/packages/ludic.render3d/shaders/spv/676965ab.frag.spv and b/packages/ludic.render3d/shaders/spv/676965ab.frag.spv differ diff --git a/packages/ludic.render3d/shaders/spv/manifest.txt b/packages/ludic.render3d/shaders/spv/manifest.txt index 6f46fe0e..fe4d848b 100644 --- a/packages/ludic.render3d/shaders/spv/manifest.txt +++ b/packages/ludic.render3d/shaders/spv/manifest.txt @@ -469,7 +469,7 @@ T 3e4b62f9 u_shadow 7 T 3e4b62f9 u_tershadow 8 T 3e4b62f9 u_ts_height 9 P 676965ab fullscreen.vert ssgi.frag -B 676965ab frag 1 980 +B 676965ab frag 1 984 U 676965ab frag u_cascade_vp 0 mat4 5 64 U 676965ab frag u_cascade_split 320 float 5 16 U 676965ab frag u_cascade_range 400 float 5 16 @@ -509,7 +509,8 @@ U 676965ab frag u_proj 896 mat4 1 0 U 676965ab frag u_texel 960 vec2 1 0 U 676965ab frag u_radius 968 float 1 0 U 676965ab frag u_intensity 972 float 1 0 -U 676965ab frag u_frame 976 float 1 0 +U 676965ab frag u_contact 976 float 1 0 +U 676965ab frag u_frame 980 float 1 0 T 676965ab u_brdf 2 T 676965ab u_depth 3 T 676965ab u_irradiance 4 diff --git a/packages/ludic.render3d/shaders/ssgi.frag b/packages/ludic.render3d/shaders/ssgi.frag index 40770718..53dc12d3 100644 --- a/packages/ludic.render3d/shaders/ssgi.frag +++ b/packages/ludic.render3d/shaders/ssgi.frag @@ -9,6 +9,7 @@ uniform mat4 u_proj; uniform vec2 u_texel; uniform float u_radius; uniform float u_intensity; +uniform float u_contact; // the tight contact pass; 0 switches it off entirely uniform float u_frame; vec3 viewPos(vec2 uv) { float d = texture(u_depth, uv).r; @@ -59,6 +60,36 @@ void main() { } } ao = 1.0 - u_intensity * ao / float(S); + // ---- CONTACT ----------------------------------------------------------------------- + // The occlusion above is tuned as AMBIENT occlusion: a wide radius that answers "how open + // is the sky here". It is the right question and it leaves every object in the frame + // hovering, because the thing that says a log is ON the ground rather than in front of it + // is a hard, narrow darkening in the last few centimetres where the two meet - and at a + // metre and a half of radius that darkening is spread so thin it is not there. + // + // So a second, tight pass. It is cheap because it is SHORT: eight taps inside a quarter of + // a metre, which at any normal distance is a handful of pixels and stays in cache. + if (u_contact > 0.0) { + float cao = 0.0; + const int CS = 8; + float crad = 0.40 * (1.0 + 0.004 * -P.z); + for (int i = 0; i < CS; i++) { + float a2 = (float(i) + noise) * 2.3999632; + float r2 = sqrt((float(i) + 0.5 + noise) / float(CS)); + vec3 dir2 = vec3(cos(a2) * r2, sin(a2) * r2, sqrt(max(0.0, 1.0 - r2 * r2))); + vec3 s2 = P + (t * dir2.x + b * dir2.y + N * dir2.z) * crad; + vec4 c2 = u_proj * vec4(s2, 1.0); + vec2 uv2 = c2.xy / c2.w * 0.5 + 0.5; + if (uv2.x < 0.0 || uv2.x > 1.0 || uv2.y < 0.0 || uv2.y > 1.0) continue; + float sz2 = viewPos(uv2).z; + // a tight range check: only something genuinely touching counts, or a wall across the + // room darkens the floor in front of it + float rc2 = smoothstep(0.0, 1.0, crad / max(abs(P.z - sz2), 1e-4)); + cao += (sz2 >= s2.z + 0.004 * crad ? 1.0 : 0.0) * rc2; + } + cao = 1.0 - u_contact * cao / float(CS); + ao = min(ao, clamp(cao, 0.0, 1.0)); + } float fade = smoothstep(120.0, 350.0, -P.z); ao = mix(clamp(ao, 0.0, 1.0), 1.0, fade); gi = (giW > 0.0 ? gi / float(S) : vec3(0.0)) * (1.0 - fade);