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296 lines
6.5 KiB
296 lines
6.5 KiB
/**
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* @author Mugen87 / https://github.com/Mugen87
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*
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* References:
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* http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
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* https://learnopengl.com/Advanced-Lighting/SSAO
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* https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
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*/
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THREE.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: new THREE.Vector2() },
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"cameraProjectionMatrix": { value: new THREE.Matrix4() },
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"cameraInverseProjectionMatrix": { value: new THREE.Matrix4() },
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"kernelRadius": { value: 8 },
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"minDistance": { value: 0.005 },
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"maxDistance": { value: 0.05 },
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},
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vertexShader: [
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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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].join( "\n" ),
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fragmentShader: [
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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( depthSampler, coord ).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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].join( "\n" )
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};
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THREE.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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"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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].join( "\n" ),
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fragmentShader: [
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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( depthSampler, coord ).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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].join( "\n" )
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};
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THREE.SSAOBlurShader = {
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uniforms: {
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"tDiffuse": { value: null },
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"resolution": { value: new THREE.Vector2() }
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},
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vertexShader: [
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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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].join( "\n" ),
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fragmentShader: [
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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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].join( "\n" )
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};
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