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https://github.com/OrcaSlicer/OrcaSlicer.git
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Improve preview colors (#15809)
Co-authored-by: Rodrigo Faselli <162915171+RF47@users.noreply.github.com>
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co-authored by
Rodrigo Faselli
parent
f83bfa17ff
commit
d820303a3f
@@ -1,24 +1,45 @@
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#version 140
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/**
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* SSAO Shader - GLSL 140 version with sharp depth threshold
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* SSAO Shader - GLSL 140 version with a slope-based occlusion test
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* Only darkens valleys/concave areas, ignores smooth variations
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*/
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uniform sampler2D color_texture;
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uniform sampler2D depth_texture;
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uniform sampler2D normal_texture;
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uniform float z_near;
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uniform vec2 inv_tex_size;
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uniform float z_far;
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uniform bool is_outline;
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// The pass has no normal target to read, so the surface normal is reconstructed from the depth
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// buffer. inv_projection_matrix unprojects a pixel back into view space and up_view is world +Z
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// expressed in view space, which is what tells a top surface from a wall.
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uniform mat4 inv_projection_matrix;
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uniform vec3 up_view;
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in vec2 tex_coord;
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out vec4 frag_color;
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float linearize_depth(float depth)
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// Position of the given pixel in view space. Valid under both an orthographic and a perspective
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// camera, unlike the depth linearization it replaces.
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vec3 view_pos(ivec2 pixel)
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{
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float z = depth * 2.0 - 1.0;
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return (2.0 * z_near * z_far) / (z_far + z_near - z * (z_far - z_near));
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ivec2 p = clamp(pixel, ivec2(0), textureSize(depth_texture, 0) - 1);
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float d = texelFetch(depth_texture, p, 0).r;
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vec4 ndc = vec4((vec2(p) + 0.5) * inv_tex_size * 2.0 - 1.0, d * 2.0 - 1.0, 1.0);
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vec4 view = inv_projection_matrix * ndc;
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return view.xyz / view.w;
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}
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// Surface normal at the given pixel, from the forward differences of the reconstructed view
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// position. It rings by a pixel across a depth discontinuity, which is acceptable here: the
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// normal only weights the occlusion, nothing is shaded with it.
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vec3 view_normal(ivec2 pixel, vec3 p)
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{
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vec3 px = view_pos(pixel + ivec2(1, 0));
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vec3 py = view_pos(pixel + ivec2(0, 1));
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vec3 n = cross(px - p, py - p);
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float len = length(n);
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return (len > 1e-8) ? n / len : vec3(0.0, 0.0, 1.0);
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}
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void main()
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@@ -28,81 +49,72 @@ void main()
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return;
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}
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ivec2 pixel = ivec2(gl_FragCoord.xy);
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float center_depth = linearize_depth(texelFetch(depth_texture, pixel, 0).r);
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// Sample normal buffer (stored as RGB in 0-1 range, convert to -1 to 1)
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vec3 normal_center = texelFetch(normal_texture, pixel, 0).rgb * 2.0 - 1.0;
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normal_center = normalize(normal_center);
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vec3 color = texture(color_texture, tex_coord).rgb;
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// Nothing was drawn here: occluding the background would only darken the gradient, and its
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// reconstructed normal is degenerate anyway.
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if (texelFetch(depth_texture, pixel, 0).r >= 0.9999) {
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frag_color = vec4(color, 1.0);
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return;
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}
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vec3 center_pos = view_pos(pixel);
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float center_depth = -center_pos.z;
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vec3 normal_center = view_normal(pixel, center_pos);
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// Calculate upward-facing factor (Z-up coordinate system)
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float up_factor = clamp(normal_center.z * 1.5, 0.0, 1.0);
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float up_factor = clamp(dot(normal_center, up_view), 0.0, 1.0);
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// Adaptive radius in pixel space
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int radius = int(mix(2.0, 4.0, center_depth / z_far));
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// Optimized sampling pattern
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const ivec2 offsets[12] = ivec2[](
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const int SAMPLE_COUNT = 12;
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const ivec2 offsets[SAMPLE_COUNT] = ivec2[](
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ivec2(1, 0), ivec2(-1, 0), ivec2(0, 1), ivec2(0, -1),
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ivec2(1, 1), ivec2(-1, 1), ivec2(1, -1), ivec2(-1, -1),
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ivec2(2, 0), ivec2(-2, 0), ivec2(0, 2), ivec2(0, -2)
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);
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float occlusion = 0.0;
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int valid_samples = 0;
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// Occlusion is a slope, not a depth difference: the sine of the angle a neighbour subtends
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// above the centre's tangent plane. A raw difference depends on camera distance and zoom,
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// so no fixed thresholds suit both a 0.2 mm layer step and a 5 mm overhang.
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const float SLOPE_MIN = 0.08; // ~5 degrees, above the depth-buffer noise of a flat surface
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const float SLOPE_MAX = 0.60; // ~37 degrees, a full crease
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for (int i = 0; i < 12; i++) {
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float occlusion = 0.0;
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for (int i = 0; i < SAMPLE_COUNT; i++) {
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// No edge rejection: view_pos clamps, giving a near-zero delta and no occlusion.
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// Rejecting one side only would bias the denominator against the other.
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ivec2 sample_pixel = pixel + offsets[i] * radius;
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if (sample_pixel.x < 0 || sample_pixel.y < 0)
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continue;
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float sample_depth = linearize_depth(texelFetch(depth_texture, sample_pixel, 0).r);
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// Sample normal at neighbor
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vec3 normal_sample = texelFetch(normal_texture, sample_pixel, 0).rgb * 2.0 - 1.0;
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// Depth difference (positive if neighbor is closer to camera)
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float depth_diff = center_depth - sample_depth;
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// Sharp depth threshold ===
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// Minimum depth difference to consider occlusion (ignores small variations)
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float threshold_min = 0.008; // Higher = only deep valleys get darkened
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float threshold_max = 0.04; // Transition range for full occlusion
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vec3 delta = view_pos(sample_pixel) - center_pos;
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float dist = length(delta);
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// How far the neighbour rises towards the viewer out of the centre's tangent plane. A
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// flat surface gives ~0 whatever its orientation, so this also subsumes the separate
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// planar test the normals were compared for.
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float rise = (dist > 1e-6) ? dot(delta, normal_center) / dist : 0.0;
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float contribution = 0.0;
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if (depth_diff > threshold_min) {
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if (rise > SLOPE_MIN) {
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// Abrupt mapping with power curve
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contribution = (depth_diff - threshold_min) / (threshold_max - threshold_min);
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contribution = (rise - SLOPE_MIN) / (SLOPE_MAX - SLOPE_MIN);
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contribution = clamp(contribution, 0.0, 1.0);
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contribution = pow(contribution, 2.0); // Steeper curve for sharper transition
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}
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// Reduce occlusion on planar surfaces (similar normals)
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float normal_similarity = dot(normal_center, normal_sample);
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float planar_factor = smoothstep(0.75, 0.95, normal_similarity);
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contribution *= (1.0 - planar_factor * 0.6);
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occlusion += contribution;
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valid_samples++;
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}
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if (valid_samples > 0) {
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// Calculate ambient occlusion factor with higher base intensity
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float ao_factor = 1.0 - (occlusion / float(valid_samples)) * 0.6;
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// Keep bright areas clean (higher minimum for upward-facing surfaces)
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float ao_min = mix(0.55, 0.85, up_factor);
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ao_factor = clamp(ao_factor, ao_min, 1.0);
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// Slight brightness boost for upward-facing surfaces
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float brightness_boost = 1.0 + up_factor * 0.15;
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ao_factor = ao_factor * brightness_boost;
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occlusion = ao_factor;
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} else {
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occlusion = 1.0;
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}
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// Calculate ambient occlusion factor with higher base intensity
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float ao_factor = 1.0 - (occlusion / float(SAMPLE_COUNT)) * 0.6;
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// Keep bright areas clean (higher minimum for upward-facing surfaces). The old 0.85 floor
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// and 1.15 boost were set when up_factor came from the colour buffer and read ~0; with a
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// real normal they capped a top surface at 2% darkening, which hid the AO entirely.
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float ao_min = mix(0.45, 0.70, up_factor);
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occlusion = clamp(ao_factor, ao_min, 1.0);
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vec3 color = texture(color_texture, tex_coord).rgb;
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frag_color = vec4(color * occlusion, 1.0);
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}
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}
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