#[set(everything)] const constants: { empty: float4; }; #[set(everything)] const sampler_linear: sampler; #[set(everything)] const height_map: tex2d; #[set(everything)] const normal_map: tex2d; const max_steps: float = 100.0; const ray_step: float = 0.005; const height_scale: float = 1.0; struct vert_in { pos: float2; } struct vert_out { pos: float4; tex: float2; } fun depth_to_ao_pass_vert(input: vert_in): vert_out { var output: vert_out; output.tex = input.pos.xy * 0.5 + 0.5; output.tex.y = 1.0 - output.tex.y; output.pos = float4(input.pos.xy, 0.0, 1.0); return output; } fun get_delta_height(hit_xy: float2, hit_z: float, uv: float2): float { var coord: float2 = uv + hit_xy; if (coord.x < 0.0 || coord.x > 1.0 || coord.y < 0.0 || coord.y > 1.0) { return 1000.0; } var sampled: float = sample_lod(height_map, sampler_linear, coord, 0.0).r * height_scale; return sampled - hit_z; } fun ray_cast(dir: float3, uv: float2, height: float): float { var n_dir: float3 = normalize(dir); var step_vec: float3 = n_dir * ray_step; var hit_xy: float2 = float2(0.0, 0.0); var hit_z: float = height + 0.001; var hit_coord: float3 = float3(hit_xy, hit_z); var prev_delta: float = get_delta_height(hit_xy, hit_z, uv); var prev_t: float = 0.0; hit_coord += step_vec; var t: float = ray_step; var i: int = 1; while (i < int(max_steps)) { var delta: float = get_delta_height(hit_coord.xy, hit_coord.z, uv); if (delta > 0.0 && delta < 0.2) { var prev_sdf: float = -prev_delta; var sdf: float = -delta; var fraction: float = prev_sdf / (prev_sdf - sdf); return prev_t + ray_step * fraction; } if (t > 0.02) { // max_radius return 0.02; // max_radius } prev_delta = delta; prev_t = t; hit_coord += step_vec; t += ray_step; i += 1; } return 0.02; // max_radius } fun tangent(n: float3): float3 { var t1: float3 = cross(n, float3(0.0, 0.0, 1.0)); var t2: float3 = cross(n, float3(0.0, 1.0, 0.0)); if (length(t1) > length(t2)) { return normalize(t1); } return normalize(t2); } fun depth_to_ao_pass_frag(input: vert_out): float4 { var height: float = sample_lod(height_map, sampler_linear, input.tex, 0.0).r * height_scale; var normal: float3 = sample_lod(normal_map, sampler_linear, input.tex, 0.0).rgb * 2.0 - 1.0; var n: float3 = normalize(normal); var o1: float3 = tangent(n); var o2: float3 = cross(o1, n); var c1: float3 = 0.5 * (o1 + o2); var c2: float3 = 0.5 * (o1 - o2); var col: float = ray_cast(lerp3(n, o1, 0.5), input.tex, height); col += ray_cast(lerp3(n, -o1, 0.5), input.tex, height); col += ray_cast(lerp3(n, o2, 0.5), input.tex, height); col += ray_cast(lerp3(n, -o2, 0.5), input.tex, height); col += ray_cast(lerp3(n, c1, 0.5), input.tex, height); col += ray_cast(lerp3(n, -c1, 0.5), input.tex, height); col += ray_cast(lerp3(n, c2, 0.5), input.tex, height); col += ray_cast(lerp3(n, -c2, 0.5), input.tex, height); var d1: float3 = normalize(o1 + 0.5 * o2); var d2: float3 = normalize(o1 - 0.5 * o2); var d3: float3 = normalize(o2 + 0.5 * o1); var d4: float3 = normalize(o2 - 0.5 * o1); col += ray_cast(lerp3(n, d1, 0.5), input.tex, height); col += ray_cast(lerp3(n, -d1, 0.5), input.tex, height); col += ray_cast(lerp3(n, d2, 0.5), input.tex, height); col += ray_cast(lerp3(n, -d2, 0.5), input.tex, height); col += ray_cast(lerp3(n, d3, 0.5), input.tex, height); col += ray_cast(lerp3(n, -d3, 0.5), input.tex, height); col += ray_cast(lerp3(n, d4, 0.5), input.tex, height); col += ray_cast(lerp3(n, -d4, 0.5), input.tex, height); var f: float = (col / (16.0 * 0.02)); // max_radius return float4(f, f, f, 1.0); } #[pipe] struct pipe { vertex = depth_to_ao_pass_vert; fragment = depth_to_ao_pass_frag; }