// screen-space ambient occlusion + one indirect diffuse bounce (SSGI) from the previous // frame's lit colour; half resolution, denoised over time by the TAA history it feeds in vec2 v_uv; out vec4 o_color; uniform float u_ao_far; uniform sampler2D u_depth; uniform sampler2D u_prev_color; // last frame's anti-aliased HDR colour uniform mat4 u_inv_proj; 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; vec4 p = u_inv_proj * vec4(uv * 2.0 - 1.0, d * 2.0 - 1.0, 1.0); return p.xyz / p.w; } void main() { vec3 P = viewPos(v_uv); // past 900 m, or where a fog wall has already hidden everything (u_ao_far, post.ludic) if (-P.z > (u_ao_far > 0.0 ? u_ao_far : 900.0)) { o_color = vec4(0.0, 0.0, 0.0, 1.0); return; } vec3 Pr = viewPos(v_uv + vec2(u_texel.x, 0.0)), Pl = viewPos(v_uv - vec2(u_texel.x, 0.0)); vec3 Pu = viewPos(v_uv + vec2(0.0, u_texel.y)), Pd = viewPos(v_uv - vec2(0.0, u_texel.y)); vec3 dx = (abs(Pr.z - P.z) < abs(P.z - Pl.z)) ? Pr - P : P - Pl; vec3 dy = (abs(Pu.z - P.z) < abs(P.z - Pd.z)) ? Pu - P : P - Pd; vec3 N = normalize(cross(dx, dy)); // A fixed per-pixel dither, not a per-frame one. Advancing the sequence every frame // spreads the sampling error over time, which is only an improvement if something // then averages the frames; with no temporal anti-aliasing left it is just noise that // changes every frame, and it was the largest single source of the flicker on movement. float noise = ign(gl_FragCoord.xy); float ao = 0.0; vec3 gi = vec3(0.0); float giW = 0.0; const int S = 8; float radius = u_radius * (1.0 + 0.01 * -P.z); vec3 up = abs(N.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0); vec3 t = normalize(cross(up, N)), b = cross(N, t); for (int i = 0; i < S; i++) { float a = (float(i) + noise) * 2.3999632; float r = sqrt((float(i) + 0.5 + noise) / float(S)); vec3 dir = vec3(cos(a) * r, sin(a) * r, sqrt(max(0.0, 1.0 - r * r))); vec3 wdir = t * dir.x + b * dir.y + N * dir.z; vec3 s = P + wdir * radius * (0.2 + 0.8 * r); vec4 c = u_proj * vec4(s, 1.0); vec2 suv = c.xy / c.w * 0.5 + 0.5; if (suv.x < 0.0 || suv.x > 1.0 || suv.y < 0.0 || suv.y > 1.0) continue; vec3 sp = viewPos(suv); float rangeCheck = smoothstep(0.0, 1.0, radius / max(abs(P.z - sp.z), 1e-3)); bool occluded = sp.z >= s.z + 0.02 * radius; ao += (occluded ? 1.0 : 0.0) * rangeCheck; // the occluder's lit colour bounces back toward P (weighted by how squarely it faces P) if (occluded) { vec3 toS = sp - P; float d2 = max(dot(toS, toS), 1e-3); float cosP = max(dot(N, toS) * inversesqrt(d2), 0.0); vec3 col = sane(texture(u_prev_color, suv).rgb); gi += col * cosP * rangeCheck; giW += 1.0; } } 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); o_color = vec4(gi, ao); }