Darker SSAO

Hi,

I making game now and i need more darker SSAO from this shader:


/*
SSAO GLSL shader v1.2
assembled by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
original technique is made by Arkano22 (www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)


changelog:
1.2 - added fog calculation to mask AO. Minor fixes.
1.1 - added spiral sampling method from here:
(http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere)
*/
uniform sampler2D bgl_DepthTexture;
uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;


#define PI    3.14159265


float width = bgl_RenderedTextureWidth; //texture width
float height = bgl_RenderedTextureHeight; //texture height


vec2 texCoord = gl_TexCoord[0].st;


//------------------------------------------
//general stuff


//make sure that these two values are the same for your camera, otherwise distances will be wrong.


float znear = 0.5; //Z-near
float zfar = 50.0; //Z-far


//user variables
int samples = 32; //ao sample count


float radius = 20.0; //ao radius
float aoclamp = 0.2; //depth clamp - reduces haloing at screen edges
bool noise = true; //use noise instead of pattern for sample dithering
float noiseamount = 0.0005; //dithering amount


float diffarea = 0.4; //self-shadowing reduction
float gdisplace = 0.4; //gauss bell center
float aowidth = 16.0; //gauss bell width


bool mist = true; //use mist?
float miststart = 0.0; //mist start
float mistend = 80.0; //mist end


bool onlyAO = true; //use only ambient occlusion pass?
float lumInfluence = 1.0; //how much luminance affects occlusion


//--------------------------------------------------------


vec2 rand(vec2 coord) //generating noise/pattern texture for dithering
{
    float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
    float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
    
    if (noise)
    {
        noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
        noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
    }
    return vec2(noiseX,noiseY)*noiseamount;
}


float doMist()
{
    float zdepth = texture2D(bgl_DepthTexture,texCoord.xy).x;
    float depth = -zfar * znear / (zdepth * (zfar - znear) - zfar);
    return clamp((depth-miststart)/mistend,0.0,1.0);
}


float readDepth(in vec2 coord) 
{
    if (gl_TexCoord[0].x<0.0||gl_TexCoord[0].y<0.0) return 1.0;
    return (2.0 * znear) / (zfar + znear - texture2D(bgl_DepthTexture, coord ).x * (zfar-znear));
}


float compareDepths(in float depth1, in float depth2,inout int far)
{   
    float garea = aowidth; //gauss bell width    
    float diff = (depth1 - depth2)*100.0; //depth difference (0-100)
    //reduce left bell width to avoid self-shadowing 
    if (diff<gdisplace)
    {
    garea = diffarea;
    }else{
    far = 1;
    }
    
    float gauss = pow(2.7182,-2.0*(diff-gdisplace)*(diff-gdisplace)/(garea*garea));
    return gauss;
}   


float calAO(float depth,float dw, float dh)
{   
    //float dd = (1.0-depth)*radius;
    float dd = radius;
    float temp = 0.0;
    float temp2 = 0.0;
    float coordw = gl_TexCoord[0].x + dw*dd;
    float coordh = gl_TexCoord[0].y + dh*dd;
    float coordw2 = gl_TexCoord[0].x - dw*dd;
    float coordh2 = gl_TexCoord[0].y - dh*dd;
    
    vec2 coord = vec2(coordw , coordh);
    vec2 coord2 = vec2(coordw2, coordh2);
    
    int far = 0;
    temp = compareDepths(depth, readDepth(coord),far);
    //DEPTH EXTRAPOLATION:
    if (far > 0)
    {
        temp2 = compareDepths(readDepth(coord2),depth,far);
        temp += (1.0-temp)*temp2;
    }
    
    return temp;
} 


void main(void)
{
    vec2 noise = rand(texCoord); 
    float depth = readDepth(texCoord);
    
    float w = (1.0 / width)/clamp(depth,aoclamp,1.0)+(noise.x*(1.0-noise.x));
    float h = (1.0 / height)/clamp(depth,aoclamp,1.0)+(noise.y*(1.0-noise.y));
    
    float pw;
    float ph;
    
    float ao;
    
    float dl = PI*(3.0-sqrt(5.0));
    float dz = 1.0/float(samples);
    float l = 0.0;
    float z = 1.0 - dz/2.0;
    
    for (int i = 0; i <= samples; i ++)
    {     
        float r = sqrt(1.0-z);
        
        pw = cos(l)*r;
        ph = sin(l)*r;
        ao += calAO(depth,pw*w,ph*h);        
        z = z - dz;
        l = l + dl;
    }
    
    ao /= float(samples);
    ao = 1.0-ao;    
    
    if (mist)
    {
    ao = mix(ao, 1.0,doMist());
    }
    
    vec3 color = texture2D(bgl_RenderedTexture,texCoord).rgb;
    
    vec3 lumcoeff = vec3(0.299,0.587,0.114);
    float lum = dot(color.rgb, lumcoeff);
    vec3 luminance = vec3(lum, lum, lum);
    
    vec3 final = vec3(color*mix(vec3(ao),vec3(1.0),luminance*lumInfluence));//mix(color*ao, white, luminance)
    
    if (onlyAO)
    {
    final = vec3(mix(vec3(ao),vec3(1.0),luminance*lumInfluence)); //ambient occlusion only
    }
    
    
    gl_FragColor = vec4(final,6.0); 
    
}

1 Like

is this an older version? I am using a version that is slightly different…but I think martinsh still wrote it…if you want to use my version I have added a line that darkens the AO a bit…I could point out the line and you could adjust the multiplier…very simply.

but here is your file…I added a float near the top to allow you to adjust the darkness…and I tweaked it a bit…you may need to adjust the view ranges and some other values.


/*
SSAO GLSL shader v1.2
assembled by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
original technique is made by Arkano22 (www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)


changelog:
1.2 - added fog calculation to mask AO. Minor fixes.
1.1 - added spiral sampling method from here:
(http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere)
*/
uniform sampler2D bgl_DepthTexture;
uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;


#define PI    3.14159265


float width = bgl_RenderedTextureWidth; //texture width
float height = bgl_RenderedTextureHeight; //texture height


vec2 texCoord = gl_TexCoord[0].st;


//------------------------------------------
//general stuff


//make sure that these two values are the same for your camera, otherwise distances will be wrong.


float znear = 0.1; //Z-near
float zfar = 3000.0; //Z-far
float ao_multiplier = 1.25;// change this multiplier to adjust darkness -Justin Barrett appended Sun, Jan 14 2018

//user variables
int samples = 32; //ao sample count


float radius = 4.0; //ao radius
float aoclamp = 0.2; //depth clamp - reduces haloing at screen edges
bool noise = true; //use noise instead of pattern for sample dithering
float noiseamount = 0.0005; //dithering amount


float diffarea = 0.4; //self-shadowing reduction
float gdisplace = 0.4; //gauss bell center
float aowidth = 16.0; //gauss bell width


bool mist = true; //use mist?
float miststart = 0.10; //mist start
float mistend = 3000.0; //mist end


bool onlyAO = true; //use only ambient occlusion pass?
float lumInfluence = 1.0; //how much luminance affects occlusion


//--------------------------------------------------------


vec2 rand(vec2 coord) //generating noise/pattern texture for dithering
{
    float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
    float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
    
    if (noise)
    {
        noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
        noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
    }
    return vec2(noiseX,noiseY)*noiseamount;
}


float doMist()
{
    float zdepth = texture2D(bgl_DepthTexture,texCoord.xy).x;
    float depth = -zfar * znear / (zdepth * (zfar - znear) - zfar);
    return clamp((depth-miststart)/mistend,0.0,1.0);
}


float readDepth(in vec2 coord) 
{
    if (gl_TexCoord[0].x<0.0||gl_TexCoord[0].y<0.0) return 1.0;
    return (2.0 * znear) / (zfar + znear - texture2D(bgl_DepthTexture, coord ).x * (zfar-znear));
}


float compareDepths(in float depth1, in float depth2,inout int far)
{   
    float garea = aowidth; //gauss bell width    
    float diff = (depth1 - depth2)*100.0; //depth difference (0-100)
    //reduce left bell width to avoid self-shadowing 
    if (diff<gdisplace)
    {
    garea = diffarea;
    }else{
    far = 1;
    }
    
    float gauss = pow(2.7182,-2.0*(diff-gdisplace)*(diff-gdisplace)/(garea*garea));
    return gauss;
}   


float calAO(float depth,float dw, float dh)
{   
    //float dd = (1.0-depth)*radius;
    float dd = radius;
    float temp = 0.0;
    float temp2 = 0.0;
    float coordw = gl_TexCoord[0].x + dw*dd;
    float coordh = gl_TexCoord[0].y + dh*dd;
    float coordw2 = gl_TexCoord[0].x - dw*dd;
    float coordh2 = gl_TexCoord[0].y - dh*dd;
    
    vec2 coord = vec2(coordw , coordh);
    vec2 coord2 = vec2(coordw2, coordh2);
    
    int far = 0;
    temp = compareDepths(depth, readDepth(coord),far);
    //DEPTH EXTRAPOLATION:
    if (far > 0)
    {
        temp2 = compareDepths(readDepth(coord2),depth,far);
        temp += (1.0-temp)*temp2;
    }
    
    return temp;
} 


void main(void)
{
    vec2 noise = rand(texCoord); 
    float depth = readDepth(texCoord);
    
    float w = (1.0 / width)/clamp(depth,aoclamp,1.0)+(noise.x*(1.0-noise.x));
    float h = (1.0 / height)/clamp(depth,aoclamp,1.0)+(noise.y*(1.0-noise.y));
    
    float pw;
    float ph;
    
    float ao;
    
    float dl = PI*(3.0-sqrt(5.0));
    float dz = 1.0/float(samples);
    float l = 0.0;
    float z = 1.0 - dz/2.0;
    
    for (int i = 0; i <= samples; i ++)
    {     
        float r = sqrt(1.0-z);
        
        pw = cos(l)*r;
        ph = sin(l)*r;
        ao += calAO(depth,pw*w,ph*h);        
        z = z - dz;
        l = l + dl;
    }
    
    ao /= float(samples);
    ao = 1.0-(ao*ao_multiplier); //added multiplier   
    
    if (mist)
    {
    ao = mix(ao, 1.0,doMist());
    }
    
    vec3 color = texture2D(bgl_RenderedTexture,texCoord).rgb;
    
    vec3 lumcoeff = vec3(0.299,0.587,0.114);
    float lum = dot(color.rgb, lumcoeff);
    vec3 luminance = vec3(lum, lum, lum);
    
    vec3 final = vec3(color*mix(vec3(ao),vec3(1.0),luminance*lumInfluence));//mix(color*ao, white, luminance)
    
    if (onlyAO)
    {
    final = vec3(mix(vec3(ao),vec3(1.0),luminance*lumInfluence)); //ambient occlusion only
    }
    
    
    gl_FragColor = vec4(final,6.0); 
    
}

I’m not sure if people are interested in the other version I have lying around…but let me know and I could upload that as well…it’s not very difficult to tweak the shader if you know what you are looking at(relatively)…
…so let me know if people are using this or if they want the other version…I’m not sure which is newer.