Spaces:
Running
Running
| /** | |
| * @author Mugen87 / https://github.com/Mugen87 | |
| * | |
| * References: | |
| * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html | |
| * https://learnopengl.com/Advanced-Lighting/SSAO | |
| * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl | |
| */ | |
| THREE.SSAOShader = { | |
| defines: { | |
| "PERSPECTIVE_CAMERA": 1, | |
| "KERNEL_SIZE": 32 | |
| }, | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "tNormal": { value: null }, | |
| "tDepth": { value: null }, | |
| "tNoise": { value: null }, | |
| "kernel": { value: null }, | |
| "cameraNear": { value: null }, | |
| "cameraFar": { value: null }, | |
| "resolution": { value: new THREE.Vector2() }, | |
| "cameraProjectionMatrix": { value: new THREE.Matrix4() }, | |
| "cameraInverseProjectionMatrix": { value: new THREE.Matrix4() }, | |
| "kernelRadius": { value: 8 }, | |
| "minDistance": { value: 0.005 }, | |
| "maxDistance": { value: 0.05 }, | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| " vUv = uv;", | |
| " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "uniform sampler2D tDiffuse;", | |
| "uniform sampler2D tNormal;", | |
| "uniform sampler2D tDepth;", | |
| "uniform sampler2D tNoise;", | |
| "uniform vec3 kernel[ KERNEL_SIZE ];", | |
| "uniform vec2 resolution;", | |
| "uniform float cameraNear;", | |
| "uniform float cameraFar;", | |
| "uniform mat4 cameraProjectionMatrix;", | |
| "uniform mat4 cameraInverseProjectionMatrix;", | |
| "uniform float kernelRadius;", | |
| "uniform float minDistance;", // avoid artifacts caused by neighbour fragments with minimal depth difference | |
| "uniform float maxDistance;", // avoid the influence of fragments which are too far away | |
| "varying vec2 vUv;", | |
| "#include <packing>", | |
| "float getDepth( const in vec2 screenPosition ) {", | |
| " return texture2D( tDepth, screenPosition ).x;", | |
| "}", | |
| "float getLinearDepth( const in vec2 screenPosition ) {", | |
| " #if PERSPECTIVE_CAMERA == 1", | |
| " float fragCoordZ = texture2D( tDepth, screenPosition ).x;", | |
| " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );", | |
| " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );", | |
| " #else", | |
| " return texture2D( depthSampler, coord ).x;", | |
| " #endif", | |
| "}", | |
| "float getViewZ( const in float depth ) {", | |
| " #if PERSPECTIVE_CAMERA == 1", | |
| " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );", | |
| " #else", | |
| " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );", | |
| " #endif", | |
| "}", | |
| "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {", | |
| " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];", | |
| " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );", | |
| " clipPosition *= clipW; // unprojection.", | |
| " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;", | |
| "}", | |
| "vec3 getViewNormal( const in vec2 screenPosition ) {", | |
| " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );", | |
| "}", | |
| "void main() {", | |
| " float depth = getDepth( vUv );", | |
| " float viewZ = getViewZ( depth );", | |
| " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );", | |
| " vec3 viewNormal = getViewNormal( vUv );", | |
| " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );", | |
| " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;", | |
| // compute matrix used to reorient a kernel vector | |
| " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );", | |
| " vec3 bitangent = cross( viewNormal, tangent );", | |
| " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );", | |
| " float occlusion = 0.0;", | |
| " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {", | |
| " vec3 sampleVector = kernelMatrix * kernel[ i ];", // reorient sample vector in view space | |
| " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );", // calculate sample point | |
| " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );", // project point and calculate NDC | |
| " samplePointNDC /= samplePointNDC.w;", | |
| " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;", // compute uv coordinates | |
| " float realDepth = getLinearDepth( samplePointUv );", // get linear depth from depth texture | |
| " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );", // compute linear depth of the sample view Z value | |
| " float delta = sampleDepth - realDepth;", | |
| " if ( delta > minDistance && delta < maxDistance ) {", // if fragment is before sample point, increase occlusion | |
| " occlusion += 1.0;", | |
| " }", | |
| " }", | |
| " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );", | |
| " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |
| THREE.SSAODepthShader = { | |
| defines: { | |
| "PERSPECTIVE_CAMERA": 1 | |
| }, | |
| uniforms: { | |
| "tDepth": { value: null }, | |
| "cameraNear": { value: null }, | |
| "cameraFar": { value: null }, | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| " vUv = uv;", | |
| " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "uniform sampler2D tDepth;", | |
| "uniform float cameraNear;", | |
| "uniform float cameraFar;", | |
| "varying vec2 vUv;", | |
| "#include <packing>", | |
| "float getLinearDepth( const in vec2 screenPosition ) {", | |
| " #if PERSPECTIVE_CAMERA == 1", | |
| " float fragCoordZ = texture2D( tDepth, screenPosition ).x;", | |
| " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );", | |
| " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );", | |
| " #else", | |
| " return texture2D( depthSampler, coord ).x;", | |
| " #endif", | |
| "}", | |
| "void main() {", | |
| " float depth = getLinearDepth( vUv );", | |
| " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |
| THREE.SSAOBlurShader = { | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "resolution": { value: new THREE.Vector2() } | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| " vUv = uv;", | |
| " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "uniform sampler2D tDiffuse;", | |
| "uniform vec2 resolution;", | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| " vec2 texelSize = ( 1.0 / resolution );", | |
| " float result = 0.0;", | |
| " for ( int i = - 2; i <= 2; i ++ ) {", | |
| " for ( int j = - 2; j <= 2; j ++ ) {", | |
| " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;", | |
| " result += texture2D( tDiffuse, vUv + offset ).r;", | |
| " }", | |
| " }", | |
| " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |