Added slang shaders for ssao sample

This commit is contained in:
Sascha Willems 2025-05-19 18:20:23 +02:00
parent 8d50885e92
commit 80ff4a41d2
6 changed files with 261 additions and 0 deletions

View file

@ -0,0 +1,30 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
import types;
Sampler2D samplerSSAO;
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
const int blurRange = 2;
int n = 0;
int2 texDim;
samplerSSAO.GetDimensions(texDim.x, texDim.y);
float2 texelSize = 1.0 / (float2)texDim;
float result = 0.0;
for (int x = -blurRange; x <= blurRange; x++)
{
for (int y = -blurRange; y <= blurRange; y++)
{
float2 offset = float2(float(x), float(y)) * texelSize;
result += samplerSSAO.Sample(input.UV + offset).r;
n++;
}
}
return result / (float(n));
}

View file

@ -0,0 +1,59 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
import types;
Sampler2D samplerposition;
Sampler2D samplerNormal;
Sampler2D samplerAlbedo;
Sampler2D samplerSSAO;
Sampler2D samplerSSAOBlur;
struct UBO
{
float4x4 _dummy;
int ssao;
int ssaoOnly;
int ssaoBlur;
};
ConstantBuffer<UBO> uboParams;
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 fragPos = samplerposition.Sample(input.UV).rgb;
float3 normal = normalize(samplerNormal.Sample(input.UV).rgb * 2.0 - 1.0);
float4 albedo = samplerAlbedo.Sample(input.UV);
float ssao = (uboParams.ssaoBlur == 1) ? samplerSSAOBlur.Sample(input.UV).r : samplerSSAO.Sample(input.UV).r;
float3 lightPos = float3(0.0, 0.0, 0.0);
float3 L = normalize(lightPos - fragPos);
float NdotL = max(0.5, dot(normal, L));
float4 outFragColor;
if (uboParams.ssaoOnly == 1)
{
outFragColor.rgb = ssao.rrr;
}
else
{
float3 baseColor = albedo.rgb * NdotL;
if (uboParams.ssao == 1)
{
outFragColor.rgb = ssao.rrr;
if (uboParams.ssaoOnly != 1)
outFragColor.rgb *= baseColor;
}
else
{
outFragColor.rgb = baseColor;
}
}
return outFragColor;
}

View file

@ -0,0 +1,16 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
import types;
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex : SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}

View file

@ -0,0 +1,73 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float2 UV;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Color;
float3 WorldPos;
};
struct FSOutput
{
float4 Position : SV_TARGET0;
float4 Normal : SV_TARGET1;
float4 Albedo : SV_TARGET2;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
float nearPlane;
float farPlane;
};
ConstantBuffer<UBO> ubo;
[[vk::binding(0, 1)]] Texture2D textureColorMap;
[[vk::binding(0, 1)]] SamplerState samplerColorMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
output.UV = input.UV;
// Vertex position in view space
output.WorldPos = mul(ubo.view, mul(ubo.model, input.Pos)).xyz;
// Normal in view space
float3x3 normalMatrix = (float3x3)mul(ubo.view, ubo.model);
output.Normal = mul(normalMatrix, input.Normal);
output.Color = input.Color;
return output;
}
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - z * (ubo.farPlane - ubo.nearPlane));
}
[shader("fragment")]
FSOutput fragmentMain(VSOutput input)
{
FSOutput output;
output.Position = float4(input.WorldPos, linearDepth(input.Pos.z));
output.Normal = float4(normalize(input.Normal) * 0.5 + 0.5, 1.0);
output.Albedo = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
return output;
}

View file

@ -0,0 +1,70 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
import types;
Sampler2D samplerPositionDepth;
Sampler2D samplerNormal;
Sampler2D ssaoNoiseSampler;
struct UBOSSAOKernel
{
float4 samples[64];
};
ConstantBuffer<UBOSSAOKernel> uboSSAOKernel;
struct UBO
{
float4x4 projection;
};
ConstantBuffer<UBO> ubo;
[[SpecializationConstant]] const int SSAO_KERNEL_SIZE = 64;
[[SpecializationConstant]] const float SSAO_RADIUS = 0.5;
[shader("fragment")]
float fragmentMain(VSOutput input)
{
// Get G-Buffer values
float3 fragPos = samplerPositionDepth.Sample(input.UV).rgb;
float3 normal = normalize(samplerNormal.Sample(input.UV).rgb * 2.0 - 1.0);
// Get a random vector using a noise lookup
int2 texDim;
samplerPositionDepth.GetDimensions(texDim.x, texDim.y);
int2 noiseDim;
ssaoNoiseSampler.GetDimensions(noiseDim.x, noiseDim.y);
const float2 noiseUV = float2(float(texDim.x) / float(noiseDim.x), float(texDim.y) / (noiseDim.y)) * input.UV;
float3 randomVec = ssaoNoiseSampler.Sample(noiseUV).xyz * 2.0 - 1.0;
// Create TBN matrix
float3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
float3 bitangent = cross(tangent, normal);
float3x3 TBN = transpose(float3x3(tangent, bitangent, normal));
// Calculate occlusion value
float occlusion = 0.0f;
for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
{
float3 samplePos = mul(TBN, uboSSAOKernel.samples[i].xyz);
samplePos = fragPos + samplePos * SSAO_RADIUS;
// project
float4 offset = float4(samplePos, 1.0f);
offset = mul(ubo.projection, offset);
offset.xyz /= offset.w;
offset.xyz = offset.xyz * 0.5f + 0.5f;
float sampleDepth = -samplerPositionDepth.Sample(offset.xy).w;
float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck;
}
occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
return occlusion;
}

View file

@ -0,0 +1,13 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
module types;
public struct VSOutput
{
public float4 Pos : SV_POSITION;
public float2 UV;
};