32 lines
866 B
HLSL
32 lines
866 B
HLSL
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//Texture2D pos : register(t3);
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//Texture2D normal : register(t4);
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Texture1D<float3> rand : register(t8);
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Texture1D<float3> sphere : register(t9);
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float SSAOperPixel( int2 pixel)
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{
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float3 rnd = rand[(pixel.x+pixel.y)%rand.Length.x];
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float3 nvec = normal[pixel].xyz;
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float3 tangent = normalize(rnd-nvec * dot(rnd, nvec));
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float3 biTangent = cross(nvec,tangent);
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float3x3 tbn; // = float3x3( nvec, tangent, normal);
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tbn[0] =nvec;
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tbn[1] =tangent;
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tbn[2] =biTangent;
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float occlusion = 0.0f;
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for(int i=0;i<sphere.Length.x;++i)
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{
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float3 sampled = mul( tbn, sphere[i].xyz);
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sample = sampled * SSAOSphereRadius + pos[pixel].xyz;
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//test acumulate
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float rangeCheck = abs(pos[pixel].z - sampled.z) < SSAOSphereRadius ? 1.0f : 0.0f;
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occlusion += (sampled.z <= pos[pixel].z ? 1.0 : 0.0) * rangeCheck;
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}
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return 1.0 - (occlusion / sphere.Length.x);
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}
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