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180 lines
4.8 KiB
180 lines
4.8 KiB
import {
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Matrix4,
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Vector2
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} from 'three';
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/**
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* TODO
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*/
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const SAOShader = {
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name: 'SAOShader',
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defines: {
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'NUM_SAMPLES': 7,
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'NUM_RINGS': 4,
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'DIFFUSE_TEXTURE': 0,
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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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'tDiffuse': { value: null },
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'tNormal': { value: null },
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'size': { value: new Vector2( 512, 512 ) },
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'cameraNear': { value: 1 },
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'cameraFar': { value: 100 },
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'cameraProjectionMatrix': { value: new Matrix4() },
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'cameraInverseProjectionMatrix': { value: new Matrix4() },
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'scale': { value: 1.0 },
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'intensity': { value: 0.1 },
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'bias': { value: 0.5 },
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'minResolution': { value: 0.0 },
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'kernelRadius': { value: 100.0 },
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'randomSeed': { value: 0.0 }
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},
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vertexShader: /* glsl */`
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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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fragmentShader: /* glsl */`
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#include <common>
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varying vec2 vUv;
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#if DIFFUSE_TEXTURE == 1
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uniform sampler2D tDiffuse;
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#endif
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uniform highp sampler2D tDepth;
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uniform highp sampler2D tNormal;
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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 scale;
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uniform float intensity;
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uniform float bias;
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uniform float kernelRadius;
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uniform float minResolution;
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uniform vec2 size;
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uniform float randomSeed;
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// RGBA depth
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#include <packing>
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vec4 getDefaultColor( const in vec2 screenPosition ) {
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#if DIFFUSE_TEXTURE == 1
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return texture2D( tDiffuse, vUv );
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#else
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return vec4( 1.0 );
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#endif
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}
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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 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 vec3 viewPosition, const in vec2 screenPosition ) {
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return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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}
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float scaleDividedByCameraFar;
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float minResolutionMultipliedByCameraFar;
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float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
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vec3 viewDelta = sampleViewPosition - centerViewPosition;
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float viewDistance = length( viewDelta );
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float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
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return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
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}
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// moving costly divides into consts
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const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
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const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
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float getAmbientOcclusion( const in vec3 centerViewPosition ) {
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// precompute some variables require in getOcclusion.
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scaleDividedByCameraFar = scale / cameraFar;
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minResolutionMultipliedByCameraFar = minResolution * cameraFar;
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vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
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// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
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float angle = rand( vUv + randomSeed ) * PI2;
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vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
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vec2 radiusStep = radius;
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float occlusionSum = 0.0;
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float weightSum = 0.0;
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for( int i = 0; i < NUM_SAMPLES; i ++ ) {
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vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
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radius += radiusStep;
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angle += ANGLE_STEP;
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float sampleDepth = getDepth( sampleUv );
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if( sampleDepth >= ( 1.0 - EPSILON ) ) {
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continue;
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}
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float sampleViewZ = getViewZ( sampleDepth );
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vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
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occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
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weightSum += 1.0;
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}
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if( weightSum == 0.0 ) discard;
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return occlusionSum * ( intensity / weightSum );
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}
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void main() {
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float centerDepth = getDepth( vUv );
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if( centerDepth >= ( 1.0 - EPSILON ) ) {
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discard;
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}
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float centerViewZ = getViewZ( centerDepth );
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vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
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float ambientOcclusion = getAmbientOcclusion( viewPosition );
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gl_FragColor = getDefaultColor( vUv );
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gl_FragColor.xyz *= 1.0 - ambientOcclusion;
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}`
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};
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export { SAOShader };
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