The existing occlusion is tuned as AMBIENT occlusion: a wide radius answering "how open is the sky here". That is the right question, and it leaves every object in the frame hovering - because what 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. A second, tight pass: eight taps inside 40 cm, which at any normal distance is a handful of pixels and stays in cache, with a much tighter range check than the ambient one so a wall across the room does not darken the floor in front of it. Small by frame area, because contact occlusion is - 1.8% of the frame, 7% of the region around the things it grounds. GL 7.0 -> 7.1 s, VK 7.3 s over 400 frames. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
97 lines
4.6 KiB
GLSL
97 lines
4.6 KiB
GLSL
// screen-space ambient occlusion + one indirect diffuse bounce (SSGI) from the previous
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// frame's lit colour; half resolution, denoised over time by the TAA history it feeds
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in vec2 v_uv;
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out vec4 o_color;
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uniform sampler2D u_depth;
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uniform sampler2D u_prev_color; // last frame's anti-aliased HDR colour
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uniform mat4 u_inv_proj;
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uniform mat4 u_proj;
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uniform vec2 u_texel;
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uniform float u_radius;
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uniform float u_intensity;
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uniform float u_contact; // the tight contact pass; 0 switches it off entirely
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uniform float u_frame;
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vec3 viewPos(vec2 uv) {
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float d = texture(u_depth, uv).r;
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vec4 p = u_inv_proj * vec4(uv * 2.0 - 1.0, d * 2.0 - 1.0, 1.0);
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return p.xyz / p.w;
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}
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void main() {
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vec3 P = viewPos(v_uv);
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if (-P.z > 900.0) { o_color = vec4(0.0, 0.0, 0.0, 1.0); return; }
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vec3 Pr = viewPos(v_uv + vec2(u_texel.x, 0.0)), Pl = viewPos(v_uv - vec2(u_texel.x, 0.0));
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vec3 Pu = viewPos(v_uv + vec2(0.0, u_texel.y)), Pd = viewPos(v_uv - vec2(0.0, u_texel.y));
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vec3 dx = (abs(Pr.z - P.z) < abs(P.z - Pl.z)) ? Pr - P : P - Pl;
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vec3 dy = (abs(Pu.z - P.z) < abs(P.z - Pd.z)) ? Pu - P : P - Pd;
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vec3 N = normalize(cross(dx, dy));
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// A fixed per-pixel dither, not a per-frame one. Advancing the sequence every frame
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// spreads the sampling error over time, which is only an improvement if something
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// then averages the frames; with no temporal anti-aliasing left it is just noise that
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// changes every frame, and it was the largest single source of the flicker on movement.
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float noise = ign(gl_FragCoord.xy);
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float ao = 0.0;
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vec3 gi = vec3(0.0);
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float giW = 0.0;
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const int S = 8;
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float radius = u_radius * (1.0 + 0.01 * -P.z);
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vec3 up = abs(N.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0);
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vec3 t = normalize(cross(up, N)), b = cross(N, t);
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for (int i = 0; i < S; i++) {
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float a = (float(i) + noise) * 2.3999632;
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float r = sqrt((float(i) + 0.5 + noise) / float(S));
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vec3 dir = vec3(cos(a) * r, sin(a) * r, sqrt(max(0.0, 1.0 - r * r)));
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vec3 wdir = t * dir.x + b * dir.y + N * dir.z;
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vec3 s = P + wdir * radius * (0.2 + 0.8 * r);
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vec4 c = u_proj * vec4(s, 1.0);
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vec2 suv = c.xy / c.w * 0.5 + 0.5;
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if (suv.x < 0.0 || suv.x > 1.0 || suv.y < 0.0 || suv.y > 1.0) continue;
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vec3 sp = viewPos(suv);
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float rangeCheck = smoothstep(0.0, 1.0, radius / max(abs(P.z - sp.z), 1e-3));
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bool occluded = sp.z >= s.z + 0.02 * radius;
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ao += (occluded ? 1.0 : 0.0) * rangeCheck;
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// the occluder's lit colour bounces back toward P (weighted by how squarely it faces P)
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if (occluded) {
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vec3 toS = sp - P;
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float d2 = max(dot(toS, toS), 1e-3);
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float cosP = max(dot(N, toS) * inversesqrt(d2), 0.0);
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vec3 col = sane(texture(u_prev_color, suv).rgb);
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gi += col * cosP * rangeCheck;
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giW += 1.0;
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}
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}
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ao = 1.0 - u_intensity * ao / float(S);
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// ---- CONTACT -----------------------------------------------------------------------
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// The occlusion above is tuned as AMBIENT occlusion: a wide radius that answers "how open
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// is the sky here". It is the right question and it leaves every object in the frame
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// hovering, because the thing that says a log is ON the ground rather than in front of it
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// is a hard, narrow darkening in the last few centimetres where the two meet - and at a
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// metre and a half of radius that darkening is spread so thin it is not there.
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//
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// So a second, tight pass. It is cheap because it is SHORT: eight taps inside a quarter of
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// a metre, which at any normal distance is a handful of pixels and stays in cache.
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if (u_contact > 0.0) {
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float cao = 0.0;
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const int CS = 8;
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float crad = 0.40 * (1.0 + 0.004 * -P.z);
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for (int i = 0; i < CS; i++) {
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float a2 = (float(i) + noise) * 2.3999632;
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float r2 = sqrt((float(i) + 0.5 + noise) / float(CS));
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vec3 dir2 = vec3(cos(a2) * r2, sin(a2) * r2, sqrt(max(0.0, 1.0 - r2 * r2)));
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vec3 s2 = P + (t * dir2.x + b * dir2.y + N * dir2.z) * crad;
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vec4 c2 = u_proj * vec4(s2, 1.0);
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vec2 uv2 = c2.xy / c2.w * 0.5 + 0.5;
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if (uv2.x < 0.0 || uv2.x > 1.0 || uv2.y < 0.0 || uv2.y > 1.0) continue;
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float sz2 = viewPos(uv2).z;
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// a tight range check: only something genuinely touching counts, or a wall across the
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// room darkens the floor in front of it
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float rc2 = smoothstep(0.0, 1.0, crad / max(abs(P.z - sz2), 1e-4));
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cao += (sz2 >= s2.z + 0.004 * crad ? 1.0 : 0.0) * rc2;
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}
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cao = 1.0 - u_contact * cao / float(CS);
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ao = min(ao, clamp(cao, 0.0, 1.0));
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}
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float fade = smoothstep(120.0, 350.0, -P.z);
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ao = mix(clamp(ao, 0.0, 1.0), 1.0, fade);
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gi = (giW > 0.0 ? gi / float(S) : vec3(0.0)) * (1.0 - fade);
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o_color = vec4(gi, ao);
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}
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