Ok wait youre right, the compositors camera/viewport wont help us reconstruct a position thats based on the main camera. Ok, so I do the following setup...

...and the fragment shader (copied almost exactly, except I am using the proj matrix to reconstruct the neighbor uv positions)...

Code: Select all

```
float4 fpSSAO (
//in
uniform sampler2D depthMap : register(s0),
uniform sampler2D randMap : register(s1),
uniform float4x4 proj,
float2 inUV0 : TEXCOORD0,
float4 inPos : TEXCOORD1,
float3 inRay : TEXCOORD2
) : COLOR0 {
//return float4(inRay,1);
const float3 RAND_SAMPLES[128] = {
float3(-0.027131, -0.246559, 0.530992),
float3(0.210791, -0.976012, 0.357158),
float3(0.0462355, -0.106906, 0.671804),
float3(-0.806879, 0.610157, -0.245094),
float3(0.117038, 0.691458, -0.163793),
float3(-0.754204, -0.859249, 0.118931),
float3(-0.907285, -0.24601, 0.0990326),
float3(-0.153844, -0.0475784, -0.492111),
float3(0.467757, -0.0378735, -0.401471),
float3(-0.393292, 0.00106815, -0.951292),
float3(-0.248573, -0.507859, -0.433943),
float3(-0.0719932, 0.67626, -0.825373),
float3(-0.285318, 0.1948, 0.835505),
float3(0.525193, 0.0574664, 0.346782),
float3(-0.251198, 0.946715, -0.500229),
float3(-0.675222, 0.62212, -0.263466),
float3(0.404584, 0.275735, 0.308756),
float3(0.452986, 0.742607, 0.350566),
float3(-0.834834, -0.402081, -0.705924),
float3(-0.649709, 0.363628, 0.928953),
float3(-0.0367138, -0.968261, -0.775384),
float3(-0.287881, 0.269204, -0.113926),
float3(0.131077, 0.229408, 0.0739463),
float3(-0.79754, -0.412885, 0.852046),
float3(-0.38731, -0.770135, 0.984191),
float3(-0.00729392, 0.886288, -0.752007),
float3(-0.363811, -0.750237, -0.520249),
float3(0.361858, -0.352947, -0.945433),
float3(0.869442, 0.830988, -0.827387),
float3(-0.864193, 0.280496, 0.746574),
float3(-0.36021, -0.88757, 0.157933),
float3(-0.131687, -0.515244, -0.471969),
float3(0.313211, -0.565233, -0.0259713),
float3(0.639332, 0.80932, -0.242286),
float3(-0.331156, -0.729423, 0.646657),
float3(0.415204, -0.901975, -0.952269),
float3(0.312052, 0.85406, 0.199255),
float3(0.32316, -0.746574, 0.215613),
float3(0.0924406, -0.895627, 0.343303),
float3(0.19602, -0.251259, -0.700064),
float3(0.392376, -0.245277, -0.885067),
float3(-0.406659, 0.776849, -0.517197),
float3(-0.74102, -0.741142, -0.758538),
float3(0.443831, -0.903806, 0.230934),
float3(0.940794, -0.699576, -0.739128),
float3(-0.259621, -0.219153, 0.538011),
float3(0.684744, 0.829218, 0.125217),
float3(-0.40141, 0.444563, -0.943297),
float3(-0.0746178, -0.262062, 0.442366),
float3(0.710196, -0.659536, 0.416974),
float3(-0.520188, 0.830988, -0.0925626),
float3(0.0415357, 0.289712, 0.37022),
float3(0.324503, 0.861934, 0.0868862),
float3(0.785943, -0.089938, 0.845332),
float3(0.20127, -0.606494, -0.199194),
float3(0.333048, -0.644154, -0.216651),
float3(0.949461, 0.295999, 0.150792),
float3(0.616688, 0.986511, -0.000335704),
float3(-0.682119, -0.886898, -0.992309),
float3(0.892209, -0.69335, 0.542467),
float3(0.349712, 0.527512, -0.235023),
float3(0.032075, 0.41612, -0.664174),
float3(0.477035, 0.00393689, -0.382305),
float3(0.0550859, 0.320353, -0.447066),
float3(0.487411, 0.633839, -0.194678),
float3(-0.921323, -0.965514, 0.420515),
float3(-0.241066, 0.484054, -0.601062),
float3(0.449507, -0.284402, 0.252602),
float3(-0.131016, -0.362163, 0.577685),
float3(-0.28251, -0.674734, -0.295755),
float3(-0.892392, -0.165929, 0.172277),
float3(0.623768, 0.815485, 0.768975),
float3(0.821223, -0.570788, 0.802301),
float3(-0.381817, -0.214087, 0.174047),
float3(-0.875973, 0.566454, 0.454451),
float3(-0.133457, 0.237037, 0.800653),
float3(0.599414, 0.190222, -0.912168),
float3(0.489303, -0.311563, -0.178808),
float3(-0.589099, 0.141636, 0.0583819),
float3(-0.843867, 0.79461, -0.342692),
float3(-0.984863, 0.262551, 0.0802332),
float3(0.380474, -0.0780358, -0.135594),
float3(-0.344707, 0.469955, -0.661977),
float3(0.175634, 0.203589, 0.898984),
float3(0.270974, -0.606922, 0.475021),
float3(0.395184, 0.604663, 0.663076),
float3(-0.362651, 0.635914, 0.765496),
float3(-0.667837, 0.772759, 0.00863674),
float3(-0.310465, -0.703604, -0.919187),
float3(-0.748833, -0.847224, 0.26017),
float3(-0.648061, -0.717215, -0.472884),
float3(0.717887, 0.271767, 0.539537),
float3(-0.974975, 0.470748, 0.120884),
float3(0.125706, -0.505539, -0.508408),
float3(-0.56859, 0.0946989, 0.827387),
float3(0.949156, -0.837214, -0.829524),
float3(-0.956053, -0.794488, -0.0399487),
float3(-0.776238, 0.115268, 0.598804),
float3(-0.943724, 0.814142, 0.586352),
float3(-0.177099, 0.382244, -0.889035),
float3(-0.937193, -0.281961, 0.445662),
float3(0.506455, -0.376629, -0.716422),
float3(-0.457869, -0.768364, -0.779717),
float3(-0.273598, 0.861202, 0.289468),
float3(0.130772, -0.64391, -0.951353),
float3(0.0165716, -0.478133, -0.858577),
float3(0.789483, 0.586291, -0.809198),
float3(-0.261452, 0.971191, -0.234107),
float3(-0.456221, -0.194983, 0.993652),
float3(0.240089, 0.875423, 0.410871),
float3(0.784356, -0.186743, 0.0116886),
float3(-0.63976, -0.916135, 0.803461),
float3(-0.621387, 0.235755, -0.436323),
float3(-0.060213, 0.558946, -0.0224311),
float3(-0.662465, -0.923093, -0.600208),
float3(-0.189306, -0.569079, 0.0380566),
float3(0.734001, -0.668203, -0.230506),
float3(-0.101169, -0.223792, 0.569323),
float3(0.249367, 0.0263985, 0.258522),
float3(-0.171667, 0.452498, -0.816401),
float3(0.365764, 0.13303, -0.431257),
float3(0.0129093, 0.53502, 0.0798669),
float3(-0.912534, -0.788751, 0.18009),
float3(-0.0874355, -0.178747, 0.709342),
float3(-0.595264, 0.632984, -0.176061),
float3(0.166417, 0.766961, 0.959349),
float3(0.766167, 0.0951872, -0.844478),
float3(-0.0554521, -0.670034, -0.0729087)
};
const float RADIUS = 0.12;//0.08;
const int NUM_SAMPLES = 12;
// random normal lookup from a texture
#ifdef SM3
float3 randN = tex2Dlod(randMap, float4(inUV0 * 24, 0, 0)).xyz;
#else
float3 randN = tex2D(randMap, inUV0 * 24).xyz;
#endif
randN = expand(randN);
// our "current" depth/position and normals
#ifdef SM3
float4 geom = tex2Dlod(depthMap, float4(inUV0.xy, 0, 0));
#else
float4 geom = tex2D(depthMap, inUV0.xy);
#endif
// view-space position
float4 D = computeViewPos(inRay, geom.w);
// view-space normals
float3 N = geom.xyz;
//return D;
// accumulated occlusion factor
float occ = 0;
for (int i = 0; i < NUM_SAMPLES; ++i) {
// reflected direction to move in for the sphere
// (based on random samples and a random texture sample)
float3 RN = reflect(RAND_SAMPLES[i], randN);
// bias the random direction away from the normal
// this tends to minimize self occlusion
const float DIR_BIAS = 1.5;
RN += N * DIR_BIAS;
// new (view-space) position in a sphere of RADIUS
float3 vp = D.xyz + RN * RADIUS;
// move this new position back into texture space
//!!! changed this to use projection matrix...
//float4 nuv = mul(pMat, float4(vp, 1));
//nuv.xy /= nuv.w;
float4 nuv = mul(proj, float4(vp, 1));
nuv.xy = ( nuv.xy + 1.0f ) / 2.0f;
nuv.y = 1-nuv.y;
// look up the new depth
#ifdef SM3
float depth = tex2Dlod(depthMap, float4(nuv.xy, 0, 0)).w;
#else
float depth = tex2D(depthMap, nuv.xy).w;
#endif
// get the (scaled) Z difference
const float ZSCALE = 50;
float ZD = ZSCALE * max(D.w - depth, 0);
// quadratic falloff is both accurate
// and it avoids the halo effect (mostly)
const float MAX_DIFF = 2;
const float NO_OCC = 4;
occ += (ZD < ZSCALE * MAX_DIFF ? occlusion(ZD) : NO_OCC);
} occ = occ / NUM_SAMPLES;
occ = lerp(0.3, 1, occ);
return float4(occ.xxx, 1);
}
```

These are the results I get, first I visualized the 'ray' that well be using to reconstruct the view space positions, does this look right?

Then when I multiply this ray by the depth (which I am now storing in linear view space) I get this...