port from perforce
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213
hgplus/ShaderMinifier/tests/real/gfx monitor/ambiantocclusion.fs
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213
hgplus/ShaderMinifier/tests/real/gfx monitor/ambiantocclusion.fs
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// FragmentProgram
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//
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// porting GLSL by kioku based on syoyo's AS3 Ambient Occlusion
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// [http://lucille.atso-net.jp/blog/?p=638]
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varying vec3 org,dir;
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struct Ray
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{
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vec3 org;
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vec3 dir;
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};
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struct Sphere
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{
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vec3 center;
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float radius;
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};
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struct Plane
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{
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vec3 p;
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vec3 n;
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};
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struct Intersection
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{
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float t;
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vec3 p; // hit point
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vec3 n; // normal
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int hit;
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};
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void shpere_intersect(Sphere s, Ray ray, inout Intersection isect)
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{
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// rs = ray.org - sphere.center
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vec3 rs = ray.org - s.center;
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float B = dot(rs, ray.dir);
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float C = dot(rs, rs) - (s.radius * s.radius);
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float D = B * B - C;
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if (D > 0.0)
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{
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float t = -B - sqrt(D);
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if ( (t > 0.0) && (t < isect.t) )
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{
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isect.t = t;
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isect.hit = 1;
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// calculate normal.
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vec3 p = vec3(ray.org.x + ray.dir.x * t,
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ray.org.y + ray.dir.y * t,
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ray.org.z + ray.dir.z * t);
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vec3 n = p - s.center;
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n = normalize(n);
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isect.n = n;
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isect.p = p;
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}
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}
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}
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void plane_intersect(Plane pl, Ray ray, inout Intersection isect)
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{
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// d = -(p . n)
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// t = -(ray.org . n + d) / (ray.dir . n)
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float d = -dot(pl.p, pl.n);
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float v = dot(ray.dir, pl.n);
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if (abs(v) < 1.0e-6)
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return; // the plane is parallel to the ray.
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float t = -(dot(ray.org, pl.n) + d) / v;
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if ( (t > 0.0) && (t < isect.t) )
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{
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isect.hit = 1;
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isect.t = t;
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isect.n = pl.n;
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vec3 p = vec3(ray.org.x + t * ray.dir.x,
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ray.org.y + t * ray.dir.y,
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ray.org.z + t * ray.dir.z);
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isect.p = p;
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}
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}
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Sphere sphere[3];
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Plane plane;
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void Intersect(Ray r, inout Intersection i)
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{
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for (int c = 0; c < 3; c++)
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{
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shpere_intersect(sphere[c], r, i);
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}
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plane_intersect(plane, r, i);
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}
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void orthoBasis(out vec3 basis[3], vec3 n)
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{
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basis[2] = vec3(n.x, n.y, n.z);
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basis[1] = vec3(0.0, 0.0, 0.0);
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if ((n.x < 0.6) && (n.x > -0.6))
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basis[1].x = 1.0;
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else if ((n.y < 0.6) && (n.y > -0.6))
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basis[1].y = 1.0;
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else if ((n.z < 0.6) && (n.z > -0.6))
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basis[1].z = 1.0;
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else
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basis[1].x = 1.0;
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basis[0] = cross(basis[1], basis[2]);
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basis[0] = normalize(basis[0]);
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basis[1] = cross(basis[2], basis[0]);
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basis[1] = normalize(basis[1]);
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}
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int seed = 0;
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float random()
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{
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seed = int(mod(float(seed)*1364.0+626.0, 509.0));
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return float(seed)/509.0;
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}
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vec3 computeAO(inout Intersection isect)
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{
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int i, j;
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int ntheta = 8;
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int nphi = 8;
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float eps = 0.0001;
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// Slightly move ray org towards ray dir to avoid numerical probrem.
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vec3 p = vec3(isect.p.x + eps * isect.n.x,
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isect.p.y + eps * isect.n.y,
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isect.p.z + eps * isect.n.z);
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// Calculate orthogonal basis.
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vec3 basis[3];
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orthoBasis(basis, isect.n);
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float occlusion = 0.0;
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for (j = 0; j < ntheta; j++)
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{
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for (i = 0; i < nphi; i++)
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{
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// Pick a random ray direction with importance sampling.
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// p = cos(theta) / 3.141592
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float r = random();
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float phi = 2.0 * 3.141592 * random();
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vec3 ref;
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ref.x = cos(phi) * sqrt(1.0 - r);
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ref.y = sin(phi) * sqrt(1.0 - r);
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ref.z = sqrt(r);
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// local -> global
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vec3 rray;
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rray.x = ref.x * basis[0].x + ref.y * basis[1].x + ref.z * basis[2].x;
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rray.y = ref.x * basis[0].y + ref.y * basis[1].y + ref.z * basis[2].y;
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rray.z = ref.x * basis[0].z + ref.y * basis[1].z + ref.z * basis[2].z;
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vec3 raydir = vec3(rray.x, rray.y, rray.z);
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Ray ray;
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ray.org = p;
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ray.dir = raydir;
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Intersection occIsect;
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occIsect.hit = 0;
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occIsect.t = 1.0e+30;
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occIsect.n = occIsect.p = vec3(0, 0, 0);
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Intersect(ray, occIsect);
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if (occIsect.hit != 0)
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occlusion += 1.0;
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}
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}
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// [0.0, 1.0]
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occlusion = (float(ntheta * nphi) - occlusion) / float(ntheta * nphi);
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return vec3(occlusion, occlusion, occlusion);
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}
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void main()
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{
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sphere[0].center = vec3(-2.0, 0.0, -3.5);
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sphere[0].radius = 0.5;
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sphere[1].center = vec3(-0.5, 0.0, -3.0);
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sphere[1].radius = 0.5;
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sphere[2].center = vec3(1.0, 0.0, -2.2);
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sphere[2].radius = 0.5;
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plane.p = vec3(0,-0.5, 0);
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plane.n = vec3(0, 1.0, 0);
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Intersection i;
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i.hit = 0;
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i.t = 1.0e+30;
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i.n = i.p = vec3(0, 0, 0);
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Ray r;
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r.org = org;
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r.dir = normalize(dir);
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seed = int(mod(dir.x * dir.y * 4525434.0, 65536.0));
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vec4 col = vec4(0,0,0,0);
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Intersect(r, i);
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if (i.hit != 0)
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{
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col.rgb = computeAO(i);
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}
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gl_FragColor = col;
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}
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