Advanced Effects
Re: Advanced Effects
Why is it so blurry. I think blurry is good, but it is hard on the eye.
Also, is your SSAO shader computed based on the light position?
Also, is your SSAO shader computed based on the light position?
Re: Advanced Effects
In "release\Shaders\_GLSL_\002_POST_PROC_NL_FX\GL_0390_FRAG_PP_8_or_24_BIT_DEPTH_BASED_V_BLUR_BETTER.glsl"
at line 19, change the GENERAL BLUR STRENGTH by
changeing..
to..
And in "release\Shaders\_GLSL_\002_POST_PROC_NL_FX\GL_0400_FRAG_PP_8_or_24_BIT_DEPTH_BASED_H_BLUR_BETTER.glsl"
at line 21, change the GENERAL BLUR STRENGTH by
changeing..
to..
Also disable FXAA if needed..
at line 19, change the GENERAL BLUR STRENGTH by
changeing..
Code: Select all
float blurSize = DepthColour.x * (1.0 / BufferHeight) * GeneralStrength;
Code: Select all
float blurSize = DepthColour.x * (1.0 / BufferHeight) * GeneralStrength * 0.25;
at line 21, change the GENERAL BLUR STRENGTH by
changeing..
Code: Select all
float blurSize = DepthColour.x * (1.0 / BufferWidth) * GeneralStrength;
Code: Select all
float blurSize = DepthColour.x * (1.0 / BufferWidth) * GeneralStrength * 0.25;
Last edited by Vectrotek on Sat Jan 14, 2017 12:28 pm, edited 3 times in total.
Re: Advanced Effects
SSAO is fed only DEPTH and some user tweakables ..
see "GL_0420_FRAG_PP_SSAO_INTERNAL_DEPTH.glsl"..
Fancier SSAO is possible using the World Normals in addition to Depth..
see "GL_0420_FRAG_PP_SSAO_INTERNAL_DEPTH.glsl"..
Fancier SSAO is possible using the World Normals in addition to Depth..
Re: Advanced Effects
The program starts of showing only SSAO multiplied with Diffuse subjected to FXAA..
Press "M" to flip between the SSAO Shader render-modes like "Show Packed RGB Depth" or "Show Diff (SSAO)" or "Diff Only"..
(just keep pressing M and you'll get it)
Also..
"V" show simple GUI that shows tweaked values for Depth Based SSAO. (hit this first)
press "P" & "L" inc/dec "Far Dist" (acts on the GEO DEPTH SHADER, not the SSAO shader)..
Shift & "P" or "L" inc/dec "Near Dist" (acts on the GEO DEPTH SHADER, not the SSAO shader)..
"O" & "K" Tweak "Gause Bell"
"I" & "J" Tweak "Diff Area"
"U" & "H" Tweak "SSAO Radius"
"Y" & "G" Tweak "Far" Parameter (acts on the SSAO SHADER, not the GEO shader)..
"T" & "F" Tweak "Near" Parameter (acts on the SSAO SHADER, not the GEO shader)..
"F1" toggles between the "Old Linear Effect system" (new pp shaders like simple caleidoscope etc)
and the new "Non Linear Effect System".
"0" toggles between "No PP" and which-ever FX system is current (selected with "F1")..
see "H_008_user_input.h" for all controls..
Press "M" to flip between the SSAO Shader render-modes like "Show Packed RGB Depth" or "Show Diff (SSAO)" or "Diff Only"..
(just keep pressing M and you'll get it)
Also..
"V" show simple GUI that shows tweaked values for Depth Based SSAO. (hit this first)
press "P" & "L" inc/dec "Far Dist" (acts on the GEO DEPTH SHADER, not the SSAO shader)..
Shift & "P" or "L" inc/dec "Near Dist" (acts on the GEO DEPTH SHADER, not the SSAO shader)..
"O" & "K" Tweak "Gause Bell"
"I" & "J" Tweak "Diff Area"
"U" & "H" Tweak "SSAO Radius"
"Y" & "G" Tweak "Far" Parameter (acts on the SSAO SHADER, not the GEO shader)..
"T" & "F" Tweak "Near" Parameter (acts on the SSAO SHADER, not the GEO shader)..
"F1" toggles between the "Old Linear Effect system" (new pp shaders like simple caleidoscope etc)
and the new "Non Linear Effect System".
"0" toggles between "No PP" and which-ever FX system is current (selected with "F1")..
see "H_008_user_input.h" for all controls..
Re: Advanced Effects
Why, oh why, can I not get Fragpos from a buffer when I got:
1. Camera_Pos
2. Camera_Target
3. Camera_FOV
4. Cell Position on UV GRID
5. 8 or 24 But DEPTH at a given Cell.
6. SIN COS ASIN ACOS etc
7. Camera Theta XZ
8. Camera Theta ZY
9. Momentary Radius at Cell Position (Depth)
1. Camera_Pos
2. Camera_Target
3. Camera_FOV
4. Cell Position on UV GRID
5. 8 or 24 But DEPTH at a given Cell.
6. SIN COS ASIN ACOS etc
7. Camera Theta XZ
8. Camera Theta ZY
9. Momentary Radius at Cell Position (Depth)
Re: Advanced Effects
What are you trying? If you have Sin/Cos operations, just use them, i don't know how bad would it go, but worse is an arrow in the knee XD
Most of the times, geometry in NDC space has nicer properties than geometry in world space, such as screen and frustum alignment, and -1,1 range
Most of the times, geometry in NDC space has nicer properties than geometry in world space, such as screen and frustum alignment, and -1,1 range
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Advanced Effects
@ Mel: I'm not sure how good the idea is, but it would be good exercise to get it working.
I'm playing around with SSR etc, but without "World Space Fragpos", no joy..
(tell me if it makes any sense)
Or point me to a better way..
I'm playing around with SSR etc, but without "World Space Fragpos", no joy..
(tell me if it makes any sense)
Or point me to a better way..
Re: Advanced Effects
No Theta Label in the TOP and RIGHT views, but you get the picture..
Re: Advanced Effects
If you can see WebGL in Chrome go here http://marcinignac.com/experiments/ssr/
and LAUNCH PROJECT..
and LAUNCH PROJECT..
Re: Advanced Effects
I have no idea about SSR (yet...) but as a rule of thumb, stick to a single space, i.e. view space, or world space, but mix them the least possible.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Advanced Effects
Lots of noise and ranting but no "Click" yet..
Here is a possible clue to a possible solution to possibly finding Fragpos
when we have only Prerendered Depth and Camera Attributes..
Making something from nothing using SIN and COS..
Here is a possible clue to a possible solution to possibly finding Fragpos
when we have only Prerendered Depth and Camera Attributes..
Making something from nothing using SIN and COS..
Last edited by Vectrotek on Sun Jan 22, 2017 3:13 pm, edited 1 time in total.
Re: Advanced Effects
Another Clue..
Perhaps one can use the UV to "offset" the theta using Camera FOV..
The degree "nothces/marks" should be linear by nature because the
Camera Position is the center of the circle on which these imaginary marks would appear??
So we need a kind of formula for "UV Driven Theta Offset"
Perhaps one can use the UV to "offset" the theta using Camera FOV..
The degree "nothces/marks" should be linear by nature because the
Camera Position is the center of the circle on which these imaginary marks would appear??
So we need a kind of formula for "UV Driven Theta Offset"