# DX11 DX11 SSAO - Wierd Overlay

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Hi guys!

Right now I'm facing a problem with SSAO, which is the following:

See those wierd dots or what it is, well that's my failed implementation of SSAO

And here's the output just from the ssao:

Depth and Normal Rendering:

cbuffer ConstantObjectBuffer : register (b0)
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;

float state;
};

struct VOut
{
float4 position : SV_POSITION;
float4 depthPosition : TEXTURE0;
float4 normal : NORMAL;
};

VOut VShader(float4 position : POSITION, float4 normal : NORMAL)
{
VOut output;

position.w = 1.0f;

// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);

output.normal = normal;

// Store the position value in a second input value for depth value calculations.
output.depthPosition = output.position;

return output;
}

{
float4 color = float4(1,1,1,1);

if (state == 5 || state == 2) // 5 or 2 is depth rendering
{
float depthValue;
depthValue = input.depthPosition.z / input.depthPosition.w;
color = float4(depthValue, depthValue, depthValue, 1.0f);
}
else if (state == 6) // 6 is normal rendering
{
float3 viewSpaceNormalizedNormals = 0.5 * normalize (input.normal) + 0.5;
color = float4(viewSpaceNormalizedNormals, 1);
}

return color;
}


Full screen quad rendering (both depth and normal maps looks correct): PLEASE TAKE IN MIND THAT THIS SHADER HAS OTHER PURPOSES AND IS NEWLY BUILT, so there's mistakes...

Texture2D t_dffmap : register(t0);
Texture2D t_depthmap : register(t1);
Texture2D t_normalmap : register(t2);
Texture2D t_random : register(t3);
SamplerState ss;

cbuffer PARAMSBUFFER : register(b0)
{
float time;
float hblur;
float bloomExtract;
float bloom;
float pixelDisortion;
float pixelDisorterAmount;
float2 space;
};

cbuffer BloomBuffer : register(b1)
{
float BloomThreshold;
float BloomSaturation;
float BaseSaturation;
float BloomIntensity;
float BaseIntensity;
};

struct VS_Output
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float2 texCoord4 : TEXCOORD4;
float2 texCoord5 : TEXCOORD5;
float2 texCoord6 : TEXCOORD6;
float2 texCoord7 : TEXCOORD7;
float2 texCoord8 : TEXCOORD8;
float2 texCoord9 : TEXCOORD9;
};

{
VS_Output Output;
Output.Tex = float2((id << 1) & 2, id & 2);
Output.Pos = float4(Output.Tex * float2(2,-2) + float2(-1,1), 0, 1);

if (hblur == 1)
{
float texelSize = 1.0f / 800;

// Create UV coordinates for the pixel and its four horizontal neighbors on either side.
Output.texCoord1 = Output.Tex + float2(texelSize * -4.0f, 0.0f);
Output.texCoord2 = Output.Tex + float2(texelSize * -3.0f, 0.0f);
Output.texCoord3 = Output.Tex + float2(texelSize * -2.0f, 0.0f);
Output.texCoord4 = Output.Tex + float2(texelSize * -1.0f, 0.0f);
Output.texCoord5 = Output.Tex + float2(texelSize *  0.0f, 0.0f);
Output.texCoord6 = Output.Tex + float2(texelSize *  1.0f, 0.0f);
Output.texCoord7 = Output.Tex + float2(texelSize *  2.0f, 0.0f);
Output.texCoord8 = Output.Tex + float2(texelSize *  3.0f, 0.0f);
Output.texCoord9 = Output.Tex + float2(texelSize *  4.0f, 0.0f);
}

return Output;
}

// Helper for modifying the saturation of a color.
{
// The constants 0.3, 0.59, and 0.11 are chosen because the
// human eye is more sensitive to green light, and less to blue.
float grey = dot(color, float3(0.3, 0.59, 0.11));

return lerp(grey, color, saturation);
}

// Ambient Occlusion Stuff --------------------------------------------------

float3 getPosition(in float2 uv)
{
return t_depthmap.Sample(ss, uv).xyz;
}

float3 getNormal(in float2 uv)
{
return normalize(t_normalmap.Sample(ss, uv).xyz * 2.0f - 1.0f);
}

float2 getRandom(in float2 uv)
{
return normalize(t_random.Sample(ss, float2(800, 600) * uv / 3 /*RZ*/).xy * 2.0f - 1.0f);
}

float doAmbientOcclusion(in float2 tcoord,in float2 uv, in float3 p, in float3 cnorm)
{
float3 diff = getPosition(tcoord + uv) - p;
const float3 v = normalize(diff);
const float d = length(diff)*1; // g_scale
return max(0.0,dot(cnorm,v)-0.01 /*g_bia*/)*(1.0/(1.0+d))*2/*g_int*/;
}

// End

{
float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);

if (pixelDisortion == 1)
{
// Distortion factor
float NoiseX = pixelDisorterAmount * (time/1000) * sin(input.Tex.x * input.Tex.y+time/1000);
NoiseX=fmod(NoiseX,8) * fmod(NoiseX,4);

// Use our distortion factor to compute how much it will affect each
// texture coordinate
float DistortX = fmod(NoiseX,5);
float DistortY = fmod(NoiseX,5+0.002);

// Create our new texture coordinate based on our distortion factor
input.Tex = float2(DistortX,DistortY);
}

float4 dffMAP = t_dffmap.Sample(ss, input.Tex);

if (hblur == 1)
{
float weight0, weight1, weight2, weight3, weight4;
float normalization;

// Create the weights that each neighbor pixel will contribute to the blur.
weight0 = 1.0f;
weight1 = 0.9f;
weight2 = 0.55f;
weight3 = 0.18f;
weight4 = 0.1f;

// Create a normalized value to average the weights out a bit.
normalization = (weight0 + 2.0f * (weight1 + weight2 + weight3 + weight4));

// Normalize the weights.
weight0 = weight0 / normalization;
weight1 = weight1 / normalization;
weight2 = weight2 / normalization;
weight3 = weight3 / normalization;
weight4 = weight4 / normalization;

// Add the nine horizontal pixels to the color by the specific weight of each.
color += t_dffmap.Sample(ss, input.texCoord1) * weight4;
color += t_dffmap.Sample(ss, input.texCoord2) * weight3;
color += t_dffmap.Sample(ss, input.texCoord3) * weight2;
color += t_dffmap.Sample(ss, input.texCoord4) * weight1;
color += t_dffmap.Sample(ss, input.texCoord5) * weight0;
color += t_dffmap.Sample(ss, input.texCoord6) * weight1;
color += t_dffmap.Sample(ss, input.texCoord7) * weight2;
color += t_dffmap.Sample(ss, input.texCoord8) * weight3;
color += t_dffmap.Sample(ss, input.texCoord9) * weight4;
}
else
color = dffMAP;

if(bloom == 1)
{
// Look up the bloom and original base image colors.
float4 bloom = saturate((dffMAP - BloomThreshold) / (1 - BloomThreshold));

// Adjust color saturation and intensity.
bloom = AdjustSaturation(bloom, BloomSaturation) * BloomIntensity;
color = AdjustSaturation(color, BaseSaturation) * BaseIntensity;

// Darken down the base image in areas where there is a lot of bloom,
// to prevent things looking excessively burned-out.
color *= (1 - saturate(bloom));

// Combine the two images.
color += bloom;
}

// Apply SSAO

const float2 vec[4] = {float2(1,0),float2(-1,0),
float2(0,1),float2(0,-1)};

float3 p = getPosition(input.Tex);
float3 n = getNormal(input.Tex);
float2 rand = getRandom(input.Tex);

float ao = 0.0f;
float rad = 1/p.z; // g_s_r

//**SSAO Calculation**//
int iterations = 1;
for (int j = 0; j < iterations; ++j)
{
float2 coord2 = float2(coord1.x*0.707 - coord1.y*0.707,
coord1.x*0.707 + coord1.y*0.707);

ao += doAmbientOcclusion(input.Tex,coord1*0.25, p, n);
ao += doAmbientOcclusion(input.Tex,coord2*0.5, p, n);
ao += doAmbientOcclusion(input.Tex,coord1*0.75, p, n);
ao += doAmbientOcclusion(input.Tex,coord2, p, n);
}
ao/=(float)iterations*4.0;

color *= 1.0f - ao;

return color;
}


Now what on earth am I doing wrong?

PS. I'm going to be gone for 10-11 hours from the start of this topic, but I'll come back!

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Ohh, and I'm following the article from gamedev: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/a-simple-and-practical-approach-to-ssao-r2753

And the values are almost random, but not the screen size...

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Ok, it got a bit better now, here's my output, but is this right?

Values:

g_scale = 1;
g_intensity = 1;
g_bias = 0.001f;

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