Ambient occlusion shader just shows models as all white
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by
dvds414
on Game Development
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or by dvds414
Published on 2012-11-14T23:08:27Z
Indexed on
2012/11/15
5:10 UTC
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Hit count: 676
Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader:
float sampleRadius;
float distanceScale;
float4x4 xProjection;
float4x4 xView;
float4x4 xWorld;
float3 cornerFustrum;
struct VS_OUTPUT
{
float4 pos : POSITION;
float2 TexCoord : TEXCOORD0;
float3 viewDirection : TEXCOORD1;
};
VS_OUTPUT VertexShaderFunction(
float4 Position : POSITION, float2 TexCoord : TEXCOORD0)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
float4 WorldPosition = mul(Position, xWorld);
float4 ViewPosition = mul(WorldPosition, xView);
Out.pos = mul(ViewPosition, xProjection);
Position.xy = sign(Position.xy);
Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f;
float3 corner = float3(-cornerFustrum.x * Position.x,
cornerFustrum.y * Position.y, cornerFustrum.z);
Out.viewDirection = corner;
return Out;
}
texture depthTexture;
texture randomTexture;
sampler2D depthSampler = sampler_state
{
Texture = <depthTexture>;
ADDRESSU = CLAMP;
ADDRESSV = CLAMP;
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
};
sampler2D RandNormal = sampler_state
{
Texture = <randomTexture>;
ADDRESSU = WRAP;
ADDRESSV = WRAP;
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
};
float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0
{
float4 samples[16] =
{
float4(0.355512, -0.709318, -0.102371, 0.0 ),
float4(0.534186, 0.71511, -0.115167, 0.0 ),
float4(-0.87866, 0.157139, -0.115167, 0.0 ),
float4(0.140679, -0.475516, -0.0639818, 0.0 ),
float4(-0.0796121, 0.158842, -0.677075, 0.0 ),
float4(-0.0759516, -0.101676, -0.483625, 0.0 ),
float4(0.12493, -0.0223423, -0.483625, 0.0 ),
float4(-0.0720074, 0.243395, -0.967251, 0.0 ),
float4(-0.207641, 0.414286, 0.187755, 0.0 ),
float4(-0.277332, -0.371262, 0.187755, 0.0 ),
float4(0.63864, -0.114214, 0.262857, 0.0 ),
float4(-0.184051, 0.622119, 0.262857, 0.0 ),
float4(0.110007, -0.219486, 0.435574, 0.0 ),
float4(0.235085, 0.314707, 0.696918, 0.0 ),
float4(-0.290012, 0.0518654, 0.522688, 0.0 ),
float4(0.0975089, -0.329594, 0.609803, 0.0 )
};
IN.TexCoord.x += 1.0/1600.0;
IN.TexCoord.y += 1.0/1200.0;
normalize (IN.viewDirection);
float depth = tex2D(depthSampler, IN.TexCoord).a;
float3 se = depth * IN.viewDirection;
float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb;
float3 normal = tex2D(depthSampler, IN.TexCoord).rgb;
float finalColor = 0.0f;
for (int i = 0; i < 16; i++)
{
float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius;
//if (dot(ray, normal) < 0)
// ray += normal * sampleRadius;
float4 sample = float4(se + ray, 1.0f);
float4 ss = mul(sample, xProjection);
float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f);
sampleTexCoord.x += 1.0/1600.0;
sampleTexCoord.y += 1.0/1200.0;
float sampleDepth = tex2D(depthSampler, sampleTexCoord).a;
if (sampleDepth == 1.0)
{
finalColor ++;
}
else
{
float occlusion = distanceScale* max(sampleDepth - depth, 0.0f);
finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1);
}
}
return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f);
}
technique SSAO
{
pass P0
{
VertexShader = compile vs_3_0 VertexShaderFunction();
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}
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