80 lines
2.5 KiB
GLSL
80 lines
2.5 KiB
GLSL
#pragma language glsl4
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//uniform sampler2D g_color_sampler;
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uniform sampler2D g_position_sampler;
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uniform sampler2D g_normal_sampler;
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uniform sampler2D noise_sampler;
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uniform mat4 projection;
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uniform vec3 sample_kernel[64];
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const vec2 noise_scale = vec2(1024.0 / 4.0, 1024 / 4.0);
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uniform float bias1;
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uniform float radius1;
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uniform float occlusion_exponent1;
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uniform float occlusion_offset1;
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uniform float bias;
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uniform float radius;
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uniform float occlusion_exponent;
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uniform float occlusion_offset;
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const int samples = 64;
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varying vec4 PixelTexture;
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out vec2 out_occlusion;
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layout (std430) readonly buffer SSAOKernelLayout
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{
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vec4 SSAOKernel[];
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};
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float kernel_depth(vec3 position, vec3 sample_position)
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{
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vec4 offset = vec4(sample_position, 1.0);
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offset = projection * offset;
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offset.xyz = offset.xyz / offset.w;
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vec2 sample_depth_coord = offset.xy * vec2(0.5, -0.5) + 0.5;
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float sample_depth = texture(g_position_sampler, sample_depth_coord).z;
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return sample_depth;
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}
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void pixelmain()
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{
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//vec3 color = texture(g_color_sampler, PixelTexture.xy).xyz;
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vec3 position = texture(g_position_sampler, PixelTexture.xy).xyz;
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vec3 normal = normalize(texture(g_normal_sampler, PixelTexture.xy).xyz);
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vec3 noise = normalize(vec3(texture(noise_sampler, PixelTexture.xy * noise_scale).xy, 0));
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vec3 tangent = normalize(noise - normal * dot(noise, normal));
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vec3 bitangent = cross(normal, tangent);
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mat3 TBN = mat3(tangent, bitangent, normal);
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float occlusion1 = 0.0;
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float occlusion = 0.0;
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for (int i = 0; i < samples; i++) {
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vec3 sample_position = (TBN * SSAOKernel[i].xyz) * radius + position;
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vec3 sample_position1 = (SSAOKernel[i].xyz) * radius1 + position;
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float sample_depth = kernel_depth(position, sample_position);
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float sample_depth1 = kernel_depth(position, sample_position1);
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float range_check = smoothstep(0.0, 1.0, radius / abs(position.z - sample_depth));
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occlusion += (sample_depth >= sample_position.z + bias ? 1.0 : 0.0) * range_check;
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float range_check1 = smoothstep(0.0, 1.0, radius1 / abs(position.z - sample_depth1));
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occlusion1 += (sample_depth1 >= sample_position1.z + bias1 ? 1.0 : 0.0) * range_check1;
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}
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occlusion = 1.0 - (occlusion / samples);
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occlusion = pow(occlusion, occlusion_exponent) + occlusion_offset;
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occlusion1 = 1.0 - (occlusion1 / samples);
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occlusion1 = pow(occlusion1, occlusion_exponent1) + occlusion_offset1;
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//out_color = vec4(color * occlusion * occlusion1, 1.0);
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out_occlusion = vec2(occlusion, occlusion1);
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}
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