278 lines
6.4 KiB
JavaScript
278 lines
6.4 KiB
JavaScript
import { Vector2, Matrix4 } from "three";
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const SSAOShader = {
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defines: {
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PERSPECTIVE_CAMERA: 1,
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KERNEL_SIZE: 32
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},
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uniforms: {
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tDiffuse: { value: null },
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tNormal: { value: null },
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tDepth: { value: null },
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tNoise: { value: null },
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kernel: { value: null },
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cameraNear: { value: null },
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cameraFar: { value: null },
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resolution: { value: /* @__PURE__ */ new Vector2() },
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cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
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cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
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kernelRadius: { value: 8 },
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minDistance: { value: 5e-3 },
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maxDistance: { value: 0.05 }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform sampler2D tDiffuse;
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uniform sampler2D tNormal;
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uniform sampler2D tDepth;
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uniform sampler2D tNoise;
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uniform vec3 kernel[ KERNEL_SIZE ];
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uniform vec2 resolution;
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uniform float cameraNear;
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uniform float cameraFar;
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uniform mat4 cameraProjectionMatrix;
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uniform mat4 cameraInverseProjectionMatrix;
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uniform float kernelRadius;
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uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
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uniform float maxDistance; // avoid the influence of fragments which are too far away
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varying vec2 vUv;
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#include <packing>
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float getDepth( const in vec2 screenPosition ) {
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return texture2D( tDepth, screenPosition ).x;
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}
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float getLinearDepth( const in vec2 screenPosition ) {
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#if PERSPECTIVE_CAMERA == 1
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float fragCoordZ = texture2D( tDepth, screenPosition ).x;
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float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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#else
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return texture2D( tDepth, screenPosition ).x;
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#endif
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}
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float getViewZ( const in float depth ) {
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#if PERSPECTIVE_CAMERA == 1
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return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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#else
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return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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#endif
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}
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vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
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float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
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vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
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clipPosition *= clipW; // unprojection.
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return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
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}
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vec3 getViewNormal( const in vec2 screenPosition ) {
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return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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}
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void main() {
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float depth = getDepth( vUv );
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float viewZ = getViewZ( depth );
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vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
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vec3 viewNormal = getViewNormal( vUv );
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vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
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vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;
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// compute matrix used to reorient a kernel vector
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vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
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vec3 bitangent = cross( viewNormal, tangent );
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mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
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float occlusion = 0.0;
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for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
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vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space
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vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point
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vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC
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samplePointNDC /= samplePointNDC.w;
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vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates
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float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture
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float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value
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float delta = sampleDepth - realDepth;
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if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion
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occlusion += 1.0;
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}
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}
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occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );
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gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );
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}
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`
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)
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};
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const SSAODepthShader = {
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defines: {
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PERSPECTIVE_CAMERA: 1
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},
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uniforms: {
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tDepth: { value: null },
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cameraNear: { value: null },
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cameraFar: { value: null }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform sampler2D tDepth;
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uniform float cameraNear;
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uniform float cameraFar;
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varying vec2 vUv;
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#include <packing>
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float getLinearDepth( const in vec2 screenPosition ) {
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#if PERSPECTIVE_CAMERA == 1
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float fragCoordZ = texture2D( tDepth, screenPosition ).x;
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float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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#else
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return texture2D( tDepth, screenPosition ).x;
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#endif
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}
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void main() {
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float depth = getLinearDepth( vUv );
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gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
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}
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`
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)
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};
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const SSAOBlurShader = {
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uniforms: {
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tDiffuse: { value: null },
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resolution: { value: /* @__PURE__ */ new Vector2() }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform sampler2D tDiffuse;
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uniform vec2 resolution;
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varying vec2 vUv;
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void main() {
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vec2 texelSize = ( 1.0 / resolution );
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float result = 0.0;
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for ( int i = - 2; i <= 2; i ++ ) {
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for ( int j = - 2; j <= 2; j ++ ) {
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vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;
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result += texture2D( tDiffuse, vUv + offset ).r;
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}
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}
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gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );
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}
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`
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)
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};
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export {
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SSAOBlurShader,
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SSAODepthShader,
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SSAOShader
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};
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//# sourceMappingURL=SSAOShader.js.map
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