Added SSAO example (wip)

This commit is contained in:
saschawillems 2016-10-28 21:16:21 +02:00
parent ad26540e4f
commit 9212a9e3cb
16 changed files with 1558 additions and 0 deletions

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#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);
}

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#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;
}
}
}

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#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);
}

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#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);
}

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#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;
}

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#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;
}

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