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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 dry.png


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;
	float3 pad;

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 PShader(VOut input) : SV_TARGET
	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... happy.png


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 VShader(uint id : SV_VertexID)
    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.
float4 AdjustSaturation(float4 color, float saturation)
    // 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 PShader(VS_Output input) : SV_TARGET
	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;
		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),

	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 coord1 = reflect(vec[j],rand)*rad;
	  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);

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






g_sample_rad = 3;
g_scale = 1;
g_intensity = 1;
g_bias = 0.001f;

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