Added SSAO example (wip)
This commit is contained in:
parent
ad26540e4f
commit
9212a9e3cb
16 changed files with 1558 additions and 0 deletions
28
data/shaders/ssao/blur.frag
Normal file
28
data/shaders/ssao/blur.frag
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D samplerSSAO;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out float outFragColor;
|
||||
|
||||
const int blurSize = 4;
|
||||
|
||||
void main()
|
||||
{
|
||||
const int blurRange = 2;
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(samplerSSAO, 0));
|
||||
float result = 0.0;
|
||||
for (int x = -blurRange; x < blurRange; x++)
|
||||
{
|
||||
for (int y = -blurRange; y < blurRange; y++)
|
||||
{
|
||||
vec2 offset = vec2(float(x), float(y)) * texelSize;
|
||||
result += texture(samplerSSAO, inUV + offset).r;
|
||||
}
|
||||
}
|
||||
outFragColor = result / (blurRange * blurRange * blurRange * blurRange);
|
||||
}
|
||||
BIN
data/shaders/ssao/blur.frag.spv
Normal file
BIN
data/shaders/ssao/blur.frag.spv
Normal file
Binary file not shown.
51
data/shaders/ssao/composition.frag
Normal file
51
data/shaders/ssao/composition.frag
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D samplerposition;
|
||||
layout (binding = 1) uniform sampler2D samplerNormal;
|
||||
layout (binding = 2) uniform sampler2D samplerAlbedo;
|
||||
layout (binding = 3) uniform sampler2D samplerSSAO;
|
||||
layout (binding = 4) uniform sampler2D samplerSSAOBlur;
|
||||
layout (binding = 5) uniform UBO
|
||||
{
|
||||
mat4 _dummy;
|
||||
uint ssao;
|
||||
uint ssaoOnly;
|
||||
uint ssaoBlur;
|
||||
} uboParams;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 fragPos = texture(samplerposition, inUV).rgb;
|
||||
vec3 normal = texture(samplerNormal, inUV).rgb;
|
||||
vec4 albedo = texture(samplerAlbedo, inUV);
|
||||
|
||||
float ssao = (uboParams.ssaoBlur == 1) ? texture(samplerSSAOBlur, inUV).r : texture(samplerSSAO, inUV).r;
|
||||
|
||||
outFragColor = vec4(vec3(0.0), 1.0);
|
||||
|
||||
if (uboParams.ssaoOnly == 1)
|
||||
{
|
||||
outFragColor.rgb = ssao.rrr;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (uboParams.ssao == 1)
|
||||
{
|
||||
outFragColor.rgb = ssao.rrr;
|
||||
|
||||
if (uboParams.ssaoOnly != 1)
|
||||
outFragColor.rgb *= albedo.rgb;
|
||||
}
|
||||
else
|
||||
{
|
||||
outFragColor.rgb = albedo.rgb;
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
data/shaders/ssao/composition.frag.spv
Normal file
BIN
data/shaders/ssao/composition.frag.spv
Normal file
Binary file not shown.
17
data/shaders/ssao/fullscreen.vert
Normal file
17
data/shaders/ssao/fullscreen.vert
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||
}
|
||||
BIN
data/shaders/ssao/fullscreen.vert.spv
Normal file
BIN
data/shaders/ssao/fullscreen.vert.spv
Normal file
Binary file not shown.
29
data/shaders/ssao/gbuffer.frag
Normal file
29
data/shaders/ssao/gbuffer.frag
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
layout (location = 3) in vec3 inPos;
|
||||
|
||||
layout (location = 0) out vec4 outPosition;
|
||||
layout (location = 1) out vec4 outNormal;
|
||||
layout (location = 2) out vec4 outAlbedo;
|
||||
|
||||
const float NEAR_PLANE = 0.1f; //todo: specialization const
|
||||
const float FAR_PLANE = 50.0f; //todo: specialization const
|
||||
|
||||
float linearDepth(float depth)
|
||||
{
|
||||
float z = depth * 2.0f - 1.0f;
|
||||
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
outPosition = vec4(inPos, linearDepth(gl_FragCoord.z));
|
||||
outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0);
|
||||
outAlbedo = vec4(inColor * 2.0, 1.0);
|
||||
}
|
||||
BIN
data/shaders/ssao/gbuffer.frag.spv
Normal file
BIN
data/shaders/ssao/gbuffer.frag.spv
Normal file
Binary file not shown.
43
data/shaders/ssao/gbuffer.vert
Normal file
43
data/shaders/ssao/gbuffer.vert
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
layout (location = 3) in vec3 inNormal;
|
||||
layout (location = 4) in vec3 inTangent;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 view;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outNormal;
|
||||
layout (location = 1) out vec2 outUV;
|
||||
layout (location = 2) out vec3 outColor;
|
||||
layout (location = 3) out vec3 outPos;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
|
||||
|
||||
outUV = inUV;
|
||||
|
||||
// Vertex position in view space
|
||||
outPos = vec3(ubo.view * ubo.model * inPos);
|
||||
|
||||
// Normal in view space
|
||||
mat3 normalMatrix = transpose(inverse(mat3(ubo.view * ubo.model)));
|
||||
outNormal = normalMatrix * inNormal;
|
||||
|
||||
outColor = inColor;
|
||||
}
|
||||
BIN
data/shaders/ssao/gbuffer.vert.spv
Normal file
BIN
data/shaders/ssao/gbuffer.vert.spv
Normal file
Binary file not shown.
67
data/shaders/ssao/ssao.frag
Normal file
67
data/shaders/ssao/ssao.frag
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D samplerPositionDepth;
|
||||
layout (binding = 1) uniform sampler2D samplerNormal;
|
||||
layout (binding = 2) uniform sampler2D ssaoNoise;
|
||||
|
||||
layout (binding = 3) uniform UBOSSAOKernel
|
||||
{
|
||||
vec4 samples[64]; // todo: specialization const
|
||||
} uboSSAOKernel;
|
||||
|
||||
layout (binding = 4) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out float outFragColor;
|
||||
|
||||
// todo: specialization const
|
||||
const int kernelSize = 64;
|
||||
const float radius = 1.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Get G-Buffer values
|
||||
vec3 fragPos = texture(samplerPositionDepth, inUV).rgb;
|
||||
vec3 normal = normalize(texture(samplerNormal, inUV).rgb) * 2.0 - 1.0f;
|
||||
|
||||
// Get a random vector using a noise lookup
|
||||
ivec2 texDim = textureSize(samplerPositionDepth, 0);
|
||||
const vec2 noiseUV = vec2(float(texDim.x)/4.0f, float(texDim.y)/4.0f) * inUV;
|
||||
vec3 randomVec = texture(ssaoNoise, noiseUV).xyz * 2.0 - 1.0;
|
||||
|
||||
// Create TBN matrix
|
||||
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
|
||||
vec3 bitangent = cross(tangent, normal);
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
|
||||
// Calculate occlusion value
|
||||
float occlusion = 0.0f;
|
||||
for(int i = 0; i < kernelSize; i++)
|
||||
{
|
||||
vec3 samplePos = TBN * uboSSAOKernel.samples[i].xyz;
|
||||
samplePos = fragPos + samplePos * radius;
|
||||
|
||||
// project
|
||||
vec4 offset = vec4(samplePos, 1.0f);
|
||||
offset = ubo.projection * offset;
|
||||
offset.xyz /= offset.w;
|
||||
offset.xyz = offset.xyz * 0.5f + 0.5f;
|
||||
|
||||
float sampleDepth = -texture(samplerPositionDepth, offset.xy).w;
|
||||
|
||||
// Range check
|
||||
float rangeCheck = smoothstep(0.0f, 1.0f, radius / abs(fragPos.z - sampleDepth));
|
||||
occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck;
|
||||
}
|
||||
occlusion = 1.0 - (occlusion / float(kernelSize));
|
||||
|
||||
outFragColor = occlusion;
|
||||
}
|
||||
|
||||
BIN
data/shaders/ssao/ssao.frag.spv
Normal file
BIN
data/shaders/ssao/ssao.frag.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue