/** * @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 */ import { Matrix4, Vector2 } from "../../../build/three.module.js"; var 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 Vector2() }, "cameraProjectionMatrix": { value: new Matrix4() }, "cameraInverseProjectionMatrix": { value: new 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" ) }; var 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" ) }; var SSAOBlurShader = { uniforms: { "tDiffuse": { value: null }, "resolution": { value: new 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" ) }; export { SSAOShader, SSAODepthShader, SSAOBlurShader };