Add SSAO fade out distance

This commit is contained in:
James Seibel
2025-12-16 14:45:53 -06:00
parent 0e5fba58ab
commit ed9cc5485c
4 changed files with 44 additions and 9 deletions
@@ -419,6 +419,14 @@ public class Config
"")
.build();
public static ConfigEntry<Integer> fadeDistanceInBlocks = new ConfigEntry.Builder<Integer>()
.setMinDefaultMax(0, 1_600, 30_000_000)
.comment("" +
"The distance in blocks from the camera where the SSAO will fade out to. \n"+
"This is done to prevent banding and noise at extreme distances. \n"+
"")
.build();
}
public static class GenericRendering
@@ -25,8 +25,10 @@ import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
import com.seibel.distanthorizons.core.render.renderer.LodRenderer;
import com.seibel.distanthorizons.core.render.renderer.SSAORenderer;
import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
import com.seibel.distanthorizons.core.util.NumberUtil;
import com.seibel.distanthorizons.core.util.math.Mat4f;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftGLWrapper;
import com.seibel.distanthorizons.coreapi.util.MathUtil;
import org.lwjgl.opengl.GL32;
/**
@@ -58,6 +60,7 @@ public class SSAOShader extends AbstractShaderRenderer
public int uMinLight;
public int uBias;
public int uDepthMap;
public int uFadeDistanceInBlocks;
@@ -81,6 +84,7 @@ public class SSAOShader extends AbstractShaderRenderer
this.uMinLight = this.shader.getUniformLocation("uMinLight");
this.uBias = this.shader.getUniformLocation("uBias");
this.uDepthMap = this.shader.getUniformLocation("uDepthMap");
this.uFadeDistanceInBlocks = this.shader.getUniformLocation("uFadeDistanceInBlocks");
}
@@ -120,6 +124,10 @@ public class SSAOShader extends AbstractShaderRenderer
this.shader.setUniform(this.uBias, bias.floatValue());
GL32.glUniform1i(this.uDepthMap, 0);
float fadeDistanceInBlocks = Config.Client.Advanced.Graphics.Ssao.fadeDistanceInBlocks.get().floatValue();
fadeDistanceInBlocks = MathUtil.clamp(0.0f, fadeDistanceInBlocks, Float.MAX_VALUE); // clamp to prevent accidentally setting a negative number
this.shader.setUniform(this.uFadeDistanceInBlocks, fadeDistanceInBlocks);
}
@@ -208,6 +208,10 @@
"Blur Radius",
"distanthorizons.config.client.advanced.graphics.ssao.blurRadius.@tooltip":
"The radius, measured in pixels, that blurring is calculated for the SSAO. \nHigher numbers will reduce banding at the cost of GPU performance.",
"distanthorizons.config.client.advanced.graphics.ssao.fadeDistanceInBlocks":
"Fade Distance",
"distanthorizons.config.client.advanced.graphics.ssao.fadeDistanceInBlocks.@tooltip":
"The distance in blocks from the camera where the SSAO will fade out to. \nThis is done to prevent banding and noise at extreme distances.",
+24 -9
View File
@@ -17,6 +17,7 @@ uniform float uMinLight;
uniform float uBias;
uniform mat4 uInvProj;
uniform mat4 uProj;
uniform float uFadeDistanceInBlocks;
const float EPSILON = 1.e-6;
const float GOLDEN_ANGLE = 2.39996323;
@@ -99,16 +100,30 @@ void main()
{
vec3 viewPos = calcViewPosition(vec3(TexCoord, fragmentDepth));
#ifdef GL_ARB_derivative_control
// Get higher precision derivatives when available
vec3 viewNormal = cross(dFdxFine(viewPos.xyz), dFdyFine(viewPos.xyz));
#else
vec3 viewNormal = cross(dFdx(viewPos.xyz), dFdy(viewPos.xyz));
#endif
// fading is done to prevent banding/noise
// at super far distance
float distanceFromCamera = length(viewPos);
float fadeDistance = uFadeDistanceInBlocks;
if (distanceFromCamera < fadeDistance)
{
#ifdef GL_ARB_derivative_control
// Get higher precision derivatives when available
vec3 viewNormal = cross(dFdxFine(viewPos.xyz), dFdyFine(viewPos.xyz));
#else
vec3 viewNormal = cross(dFdx(viewPos.xyz), dFdy(viewPos.xyz));
#endif
viewNormal = normalize(viewNormal);
occlusion = GetSpiralOcclusion(TexCoord, viewPos, viewNormal);
viewNormal = normalize(viewNormal);
occlusion = GetSpiralOcclusion(TexCoord, viewPos, viewNormal);
// linearly fade with distance
occlusion *= (fadeDistance - distanceFromCamera) / fadeDistance;
}
else
{
// we're out of range, no need to do any SSAO calculations
occlusion = 0.0;
}
}
fragColor = vec4(vec3(1.0 - occlusion), 1.0);