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OrcaSlicer_orcaslicer/resources/shaders/140/ssao.fs
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Rodrigo Faselli 33909a51cd
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Fix external outline Thickness (#14741)
* Fix external outline

* Format and values

* frag_color -> gl_FragColor

* Remove Transform3d& view_matrix

* Clarify rendering comments in 3DScene.cpp

Updated comments to clarify rendering process using stencil buffer.

---------

Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
2026-07-17 09:04:36 +08:00

108 lines
3.7 KiB
GLSL

#version 140
/**
* SSAO Shader - GLSL 140 version with sharp depth threshold
* Only darkens valleys/concave areas, ignores smooth variations
*/
uniform sampler2D color_texture;
uniform sampler2D depth_texture;
uniform sampler2D normal_texture;
uniform float z_near;
uniform float z_far;
uniform bool is_outline;
in vec2 tex_coord;
out vec4 frag_color;
float linearize_depth(float depth)
{
float z = depth * 2.0 - 1.0;
return (2.0 * z_near * z_far) / (z_far + z_near - z * (z_far - z_near));
}
void main()
{
if (is_outline) {
frag_color = vec4(texture(color_texture, tex_coord).rgb, 1.0);
return;
}
ivec2 pixel = ivec2(gl_FragCoord.xy);
float center_depth = linearize_depth(texelFetch(depth_texture, pixel, 0).r);
// Sample normal buffer (stored as RGB in 0-1 range, convert to -1 to 1)
vec3 normal_center = texelFetch(normal_texture, pixel, 0).rgb * 2.0 - 1.0;
normal_center = normalize(normal_center);
// Calculate upward-facing factor (Z-up coordinate system)
float up_factor = clamp(normal_center.z * 1.5, 0.0, 1.0);
// Adaptive radius in pixel space
int radius = int(mix(2.0, 4.0, center_depth / z_far));
// Optimized sampling pattern
const ivec2 offsets[12] = ivec2[](
ivec2(1, 0), ivec2(-1, 0), ivec2(0, 1), ivec2(0, -1),
ivec2(1, 1), ivec2(-1, 1), ivec2(1, -1), ivec2(-1, -1),
ivec2(2, 0), ivec2(-2, 0), ivec2(0, 2), ivec2(0, -2)
);
float occlusion = 0.0;
int valid_samples = 0;
for (int i = 0; i < 12; i++) {
ivec2 sample_pixel = pixel + offsets[i] * radius;
if (sample_pixel.x < 0 || sample_pixel.y < 0)
continue;
float sample_depth = linearize_depth(texelFetch(depth_texture, sample_pixel, 0).r);
// Sample normal at neighbor
vec3 normal_sample = texelFetch(normal_texture, sample_pixel, 0).rgb * 2.0 - 1.0;
// Depth difference (positive if neighbor is closer to camera)
float depth_diff = center_depth - sample_depth;
// Sharp depth threshold ===
// Minimum depth difference to consider occlusion (ignores small variations)
float threshold_min = 0.008; // Higher = only deep valleys get darkened
float threshold_max = 0.04; // Transition range for full occlusion
float contribution = 0.0;
if (depth_diff > threshold_min) {
// Abrupt mapping with power curve
contribution = (depth_diff - threshold_min) / (threshold_max - threshold_min);
contribution = clamp(contribution, 0.0, 1.0);
contribution = pow(contribution, 2.0); // Steeper curve for sharper transition
}
// Reduce occlusion on planar surfaces (similar normals)
float normal_similarity = dot(normal_center, normal_sample);
float planar_factor = smoothstep(0.75, 0.95, normal_similarity);
contribution *= (1.0 - planar_factor * 0.6);
occlusion += contribution;
valid_samples++;
}
if (valid_samples > 0) {
// Calculate ambient occlusion factor with higher base intensity
float ao_factor = 1.0 - (occlusion / float(valid_samples)) * 0.6;
// Keep bright areas clean (higher minimum for upward-facing surfaces)
float ao_min = mix(0.55, 0.85, up_factor);
ao_factor = clamp(ao_factor, ao_min, 1.0);
// Slight brightness boost for upward-facing surfaces
float brightness_boost = 1.0 + up_factor * 0.15;
ao_factor = ao_factor * brightness_boost;
occlusion = ao_factor;
} else {
occlusion = 1.0;
}
vec3 color = texture(color_texture, tex_coord).rgb;
frag_color = vec4(color * occlusion, 1.0);
}