From 6a2211bcdf80fde833b139d375933513cb10b9a7 Mon Sep 17 00:00:00 2001 From: RF47 <162915171+RF47@users.noreply.github.com> Date: Mon, 18 May 2026 17:40:02 -0300 Subject: [PATCH] normal textures --- resources/shaders/110/ssao.fs | 16 ++++---- resources/shaders/140/ssao.fs | 76 +++++++++++++++++++++-------------- 2 files changed, 55 insertions(+), 37 deletions(-) diff --git a/resources/shaders/110/ssao.fs b/resources/shaders/110/ssao.fs index 3d67e59211..02f221ddbe 100644 --- a/resources/shaders/110/ssao.fs +++ b/resources/shaders/110/ssao.fs @@ -7,6 +7,7 @@ uniform sampler2D color_texture; uniform sampler2D depth_texture; +uniform sampler2D normal_texture; uniform vec2 inv_tex_size; uniform float z_near; uniform float z_far; @@ -24,13 +25,14 @@ void main() vec3 base = texture2D(color_texture, tex_coord).rgb; float depth_center = linearize_depth(texture2D(depth_texture, tex_coord).r); - // Derive a flatness/up proxy from depth gradient (no normal texture required). - float depth_px = linearize_depth(texture2D(depth_texture, clamp(tex_coord + vec2(inv_tex_size.x, 0.0), vec2(0.001), vec2(0.999))).r); - float depth_nx = linearize_depth(texture2D(depth_texture, clamp(tex_coord - vec2(inv_tex_size.x, 0.0), vec2(0.001), vec2(0.999))).r); - float depth_py = linearize_depth(texture2D(depth_texture, clamp(tex_coord + vec2(0.0, inv_tex_size.y), vec2(0.001), vec2(0.999))).r); - float depth_ny = linearize_depth(texture2D(depth_texture, clamp(tex_coord - vec2(0.0, inv_tex_size.y), vec2(0.001), vec2(0.999))).r); - float depth_grad = length(vec2(depth_px - depth_nx, depth_py - depth_ny)); - float up_factor = 1.0 - smoothstep(0.002, 0.03, depth_grad); + // Sample normal at current fragment (range: -1 to 1) + vec3 normal_center = texture2D(normal_texture, tex_coord).rgb * 2.0 - 1.0; + + // Calculate how much the surface faces upward + // up_factor = 1.0 for surfaces pointing straight up (0,0,1) + // up_factor = 0.0 for surfaces pointing down or sideways + float up_factor = max(0.0, normal_center.z); // Assuming Z is up axis + // Alternative: if Y is up, use normal_center.y // Enhance brightness on top surfaces (reduce AO effect) // Top surfaces get only 30% of AO, bottom surfaces get 100% diff --git a/resources/shaders/140/ssao.fs b/resources/shaders/140/ssao.fs index 5e5b323a95..31e576b560 100644 --- a/resources/shaders/140/ssao.fs +++ b/resources/shaders/140/ssao.fs @@ -7,7 +7,7 @@ uniform sampler2D color_texture; uniform sampler2D depth_texture; -uniform vec2 inv_tex_size; +uniform sampler2D normal_texture; uniform float z_near; uniform float z_far; @@ -22,62 +22,78 @@ float linearize_depth(float depth) void main() { - float center_depth = linearize_depth(texture(depth_texture, tex_coord).r); + ivec2 pixel = ivec2(gl_FragCoord.xy); + float center_depth = linearize_depth(texelFetch(depth_texture, pixel, 0).r); + + // Sample normal buffer (stored as RGB in 0-1 range, convert to -1 to 1) + vec3 normal_center = texelFetch(normal_texture, pixel, 0).rgb * 2.0 - 1.0; + normal_center = normalize(normal_center); + + // Calculate upward-facing factor + // Assumes Z-up coordinate system (typical for 3D printing) + float up_factor = clamp(normal_center.z * 1.5, 0.0, 1.0); // Boosted for better response + + // Alternative if using Y-up: float up_factor = clamp(normal_center.y * 1.5, 0.0, 1.0); - // Derive a flatness/up proxy from depth gradient (no normal texture required). - float depth_px = linearize_depth(texture(depth_texture, clamp(tex_coord + vec2(inv_tex_size.x, 0.0), vec2(0.001), vec2(0.999))).r); - float depth_nx = linearize_depth(texture(depth_texture, clamp(tex_coord - vec2(inv_tex_size.x, 0.0), vec2(0.001), vec2(0.999))).r); - float depth_py = linearize_depth(texture(depth_texture, clamp(tex_coord + vec2(0.0, inv_tex_size.y), vec2(0.001), vec2(0.999))).r); - float depth_ny = linearize_depth(texture(depth_texture, clamp(tex_coord - vec2(0.0, inv_tex_size.y), vec2(0.001), vec2(0.999))).r); - float depth_grad = length(vec2(depth_px - depth_nx, depth_py - depth_ny)); - float up_factor = 1.0 - smoothstep(0.002, 0.03, depth_grad); - // Adaptive radius in pixel space - float radius = mix(2.0, 5.0, center_depth / z_far); - + int radius = int(mix(2.0, 5.0, center_depth / z_far)); + // Optimized sampling pattern - const vec2 offsets[12] = vec2[]( - vec2(1.0, 0.0), vec2(-1.0, 0.0), vec2(0.0, 1.0), vec2(0.0, -1.0), - vec2(1.0, 1.0), vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(-1.0, -1.0), - vec2(2.0, 0.0), vec2(-2.0, 0.0), vec2(0.0, 2.0), vec2(0.0, -2.0) + const ivec2 offsets[12] = ivec2[]( + ivec2(1, 0), ivec2(-1, 0), ivec2(0, 1), ivec2(0, -1), + ivec2(1, 1), ivec2(-1, 1), ivec2(1, -1), ivec2(-1, -1), + ivec2(2, 0), ivec2(-2, 0), ivec2(0, 2), ivec2(0, -2) ); - + float occlusion = 0.0; int valid_samples = 0; - + for (int i = 0; i < 12; i++) { - vec2 uv = clamp(tex_coord + offsets[i] * inv_tex_size * radius, vec2(0.001), vec2(0.999)); - float sample_depth = linearize_depth(texture(depth_texture, uv).r); + ivec2 sample_pixel = pixel + offsets[i] * radius; + if (sample_pixel.x < 0 || sample_pixel.y < 0) + continue; + + float sample_depth = linearize_depth(texelFetch(depth_texture, sample_pixel, 0).r); + + // Sample normal at neighbor + vec3 normal_sample = texelFetch(normal_texture, sample_pixel, 0).rgb * 2.0 - 1.0; + + // Direction from center to sample in screen space + vec2 dir_2d = normalize(vec2(sample_pixel - pixel)); + + // Reduce occlusion when normals are similar (planar surfaces) + float normal_similarity = dot(normal_center, normal_sample); + float planar_factor = smoothstep(0.7, 0.95, normal_similarity); + float depth_diff = max(0.0, center_depth - sample_depth); float threshold = 0.02 * (0.5 + center_depth / z_far); float contribution = smoothstep(0.001, threshold, depth_diff); - - // Reduce contribution on flatter/top-like areas + + // Reduce contribution on planar surfaces and top areas float top_factor = 1.0 - up_factor * 0.6; // 60% less occlusion on tops - float planar_factor = smoothstep(0.0, 0.02, depth_grad); - contribution *= (0.7 + planar_factor * 0.3) * top_factor; - + contribution *= (1.0 - planar_factor * 0.5) * top_factor; + occlusion += contribution; valid_samples++; } - + if (valid_samples > 0) { float ao_factor = 1.0 - (occlusion / float(valid_samples)) * 0.45; - + // Brighter minimum for top surfaces float ao_min = mix(0.50, 0.75, up_factor); ao_factor = clamp(ao_factor, ao_min, 1.0); - + // Additional brightness boost for upward-facing surfaces float brightness_boost = 1.0 + up_factor * 0.2; ao_factor = pow(ao_factor, 1.1) * brightness_boost; - + occlusion = clamp(ao_factor, 0.45, 1.05); } else { occlusion = 1.0; } - + vec3 color = texture(color_texture, tex_coord).rgb; frag_color = vec4(color * occlusion, 1.0); } \ No newline at end of file