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https://github.com/OrcaSlicer/OrcaSlicer.git
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Co-authored-by: Rodrigo Faselli <162915171+RF47@users.noreply.github.com>
115 lines
4.3 KiB
GLSL
115 lines
4.3 KiB
GLSL
#version 110
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/**
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* SSAO Shader - GLSL 110 version with highlight protection
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* Preserves brightness on upward-facing surfaces (top areas)
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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 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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varying vec2 tex_coord;
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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(vec2 uv)
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{
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vec2 c = clamp(uv, vec2(0.0), vec2(1.0));
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float d = texture2D(depth_texture, c).r;
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vec4 ndc = vec4(c * 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(vec2 uv, vec3 p)
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{
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vec3 px = view_pos(uv + vec2(inv_tex_size.x, 0.0));
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vec3 py = view_pos(uv + vec2(0.0, inv_tex_size.y));
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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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{
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if (is_outline) {
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gl_FragColor = vec4(texture2D(color_texture, tex_coord).rgb, 1.0);
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return;
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}
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vec3 base = texture2D(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 (texture2D(depth_texture, tex_coord).r >= 0.9999) {
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gl_FragColor = vec4(base, 1.0);
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return;
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}
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vec3 center_pos = view_pos(tex_coord);
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float depth_center = -center_pos.z;
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vec3 normal_center = view_normal(tex_coord, center_pos);
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// Calculate how much the surface faces upward
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// up_factor = 1.0 for surfaces pointing straight up, 0.0 for walls and downward faces
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float up_factor = clamp(dot(normal_center, up_view), 0.0, 1.0);
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// Adaptive sampling radius
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float radius = mix(2.0, 4.0, depth_center / z_far);
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vec2 offsets[8];
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offsets[0] = vec2( 1.0, 0.0);
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offsets[1] = vec2( 0.707, 0.707);
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offsets[2] = vec2( 0.0, 1.0);
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offsets[3] = vec2(-0.707, 0.707);
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offsets[4] = vec2(-1.0, 0.0);
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offsets[5] = vec2(-0.707,-0.707);
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offsets[6] = vec2( 0.0, -1.0);
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offsets[7] = vec2( 0.707,-0.707);
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// Occlusion is a slope, not a depth difference: how far a neighbour rises out of the
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// centre's tangent plane over how far away it is. Unlike a raw difference, that sine is
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// free of camera distance and zoom, so a crease reads the same from any view.
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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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const float SAMPLE_COUNT = 8.0;
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float occlusion = 0.0;
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for (int i = 0; i < 8; ++i) {
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vec2 uv = tex_coord + offsets[i] * inv_tex_size * radius;
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vec3 delta = view_pos(uv) - center_pos;
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float dist = length(delta);
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float rise = (dist > 1e-6) ? dot(delta, normal_center) / dist : 0.0;
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float contribution = smoothstep(SLOPE_MIN, SLOPE_MAX, rise);
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float diagonal_weight = 1.0 - abs(offsets[i].x * offsets[i].y) * 0.5;
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occlusion += contribution * diagonal_weight;
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}
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occlusion /= SAMPLE_COUNT;
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// flatter/top-like surfaces get less darkening
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float ao_intensity = 0.55;
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float ambient_occlusion = 1.0 - occlusion * ao_intensity;
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// Different min values for top vs bottom surfaces. The boost that used to follow lifted a
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// top surface back to within 2% of unoccluded once up_factor became a real normal rather
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// than a colour, which is where the AO went; the floors alone shape the effect now.
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float ao_min = mix(0.45, 0.70, up_factor); // Bottom: 0.45, Top: 0.70
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ambient_occlusion = clamp(ambient_occlusion, ao_min, 1.0);
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gl_FragColor = vec4(base * ambient_occlusion, 1.0);
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}
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