Files
armorpaint/paint/shaders/depth_to_ao_pass.kong
T
2025-11-14 16:04:36 +01:00

124 lines
3.6 KiB
Plaintext

#[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;
}