FIX stochastic shadows on IRIS. add filter option for SSAO and all SSS types. imrpove fog upsampling (even when DH is being used). ambient light is more consistent across all types of weather. tweak cloud lighting.

This commit is contained in:
Xonk
2024-02-16 21:28:13 -05:00
parent f99a3c33b5
commit 088b8206c1
19 changed files with 696 additions and 241 deletions

View File

@ -20,13 +20,14 @@ vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
return vec3((T * H.x) + (B * H.y) + (N * H.z));
}
vec2 SpiralSample(
int samples, int totalSamples, float rotation, float Xi
){
Xi = max(Xi,0.0015);
float alpha = float(samples + Xi) * (1.0 / float(totalSamples));
float theta = 3.14159265359 * alpha * rotation ;
float theta = (2.0 *3.14159265359) * alpha * rotation;
float r = sqrt(Xi);
float x = r * sin(theta);
@ -39,6 +40,42 @@ vec2 SpiralSample(
///////////////////////////// SSAO ////////////////////////
////////////////////////////////////////////////////////////////
vec4 BilateralUpscale_SSAO(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
const ivec2 scaling = ivec2(1.0);
ivec2 posDepth = ivec2(coord)*scaling;
ivec2 posColor = ivec2(coord);
ivec2 pos = ivec2(coord*texelSize);
ivec2 getRadius[4] = ivec2[](
ivec2(-2,-2),
ivec2(-2, 0),
ivec2( 0, 0),
ivec2( 0,-2)
);
float diffThreshold = 0.005;
vec4 RESULT = vec4(0.0);
float SUM = 0.0;
for (int i = 0; i < 4; i++) {
ivec2 radius = getRadius[i];
float offsetDepth = ld(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).r);
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
SUM += EDGES;
}
return RESULT / SUM;
}
vec2 SSAO(
vec3 viewPos, vec3 normal, bool hand, bool leaves, float noise
){
@ -64,7 +101,9 @@ vec2 SSAO(
int n = 0;
for (int i = 0; i < samples; i++) {
vec2 sampleOffset = SpiralSample(i, 7, 8, noise) * 0.2 * mulfov2;
// vec2 sampleOffset = SpiralSample(i, 7, 8, noise) * 0.2 * mulfov2;
vec2 sampleOffset = SpiralSample(i, 7, 8, noise) * clamp(0.05 + i*0.095, 0.0,0.3) * mulfov2;
ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE);