Added SSAO example (wip)
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16 changed files with 1558 additions and 0 deletions
28
data/shaders/ssao/blur.frag
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28
data/shaders/ssao/blur.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerSSAO;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out float outFragColor;
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const int blurSize = 4;
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void main()
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{
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const int blurRange = 2;
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vec2 texelSize = 1.0 / vec2(textureSize(samplerSSAO, 0));
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float result = 0.0;
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for (int x = -blurRange; x < blurRange; x++)
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{
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for (int y = -blurRange; y < blurRange; y++)
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{
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vec2 offset = vec2(float(x), float(y)) * texelSize;
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result += texture(samplerSSAO, inUV + offset).r;
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}
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}
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outFragColor = result / (blurRange * blurRange * blurRange * blurRange);
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}
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data/shaders/ssao/blur.frag.spv
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data/shaders/ssao/blur.frag.spv
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51
data/shaders/ssao/composition.frag
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data/shaders/ssao/composition.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerposition;
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layout (binding = 1) uniform sampler2D samplerNormal;
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layout (binding = 2) uniform sampler2D samplerAlbedo;
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layout (binding = 3) uniform sampler2D samplerSSAO;
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layout (binding = 4) uniform sampler2D samplerSSAOBlur;
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layout (binding = 5) uniform UBO
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{
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mat4 _dummy;
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uint ssao;
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uint ssaoOnly;
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uint ssaoBlur;
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} uboParams;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec4 albedo = texture(samplerAlbedo, inUV);
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float ssao = (uboParams.ssaoBlur == 1) ? texture(samplerSSAOBlur, inUV).r : texture(samplerSSAO, inUV).r;
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outFragColor = vec4(vec3(0.0), 1.0);
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if (uboParams.ssaoOnly == 1)
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{
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outFragColor.rgb = ssao.rrr;
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}
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else
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{
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if (uboParams.ssao == 1)
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{
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outFragColor.rgb = ssao.rrr;
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if (uboParams.ssaoOnly != 1)
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outFragColor.rgb *= albedo.rgb;
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}
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else
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{
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outFragColor.rgb = albedo.rgb;
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}
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}
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}
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BIN
data/shaders/ssao/composition.frag.spv
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data/shaders/ssao/composition.frag.spv
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17
data/shaders/ssao/fullscreen.vert
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data/shaders/ssao/fullscreen.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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data/shaders/ssao/fullscreen.vert.spv
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data/shaders/ssao/fullscreen.vert.spv
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29
data/shaders/ssao/gbuffer.frag
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data/shaders/ssao/gbuffer.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inPos;
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layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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const float NEAR_PLANE = 0.1f; //todo: specialization const
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const float FAR_PLANE = 50.0f; //todo: specialization const
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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void main()
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{
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outPosition = vec4(inPos, linearDepth(gl_FragCoord.z));
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outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0);
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outAlbedo = vec4(inColor * 2.0, 1.0);
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}
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data/shaders/ssao/gbuffer.frag.spv
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data/shaders/ssao/gbuffer.frag.spv
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43
data/shaders/ssao/gbuffer.vert
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data/shaders/ssao/gbuffer.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec3 inTangent;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec3 outPos;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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outUV = inUV;
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// Vertex position in view space
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outPos = vec3(ubo.view * ubo.model * inPos);
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// Normal in view space
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mat3 normalMatrix = transpose(inverse(mat3(ubo.view * ubo.model)));
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outNormal = normalMatrix * inNormal;
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outColor = inColor;
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}
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BIN
data/shaders/ssao/gbuffer.vert.spv
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data/shaders/ssao/gbuffer.vert.spv
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67
data/shaders/ssao/ssao.frag
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data/shaders/ssao/ssao.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D samplerPositionDepth;
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layout (binding = 1) uniform sampler2D samplerNormal;
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layout (binding = 2) uniform sampler2D ssaoNoise;
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layout (binding = 3) uniform UBOSSAOKernel
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{
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vec4 samples[64]; // todo: specialization const
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} uboSSAOKernel;
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layout (binding = 4) uniform UBO
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{
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mat4 projection;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out float outFragColor;
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// todo: specialization const
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const int kernelSize = 64;
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const float radius = 1.0;
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerPositionDepth, inUV).rgb;
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vec3 normal = normalize(texture(samplerNormal, inUV).rgb) * 2.0 - 1.0f;
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// Get a random vector using a noise lookup
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ivec2 texDim = textureSize(samplerPositionDepth, 0);
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const vec2 noiseUV = vec2(float(texDim.x)/4.0f, float(texDim.y)/4.0f) * inUV;
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vec3 randomVec = texture(ssaoNoise, noiseUV).xyz * 2.0 - 1.0;
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// Create TBN matrix
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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vec3 bitangent = cross(tangent, normal);
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mat3 TBN = mat3(tangent, bitangent, normal);
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// Calculate occlusion value
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float occlusion = 0.0f;
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for(int i = 0; i < kernelSize; i++)
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{
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vec3 samplePos = TBN * uboSSAOKernel.samples[i].xyz;
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samplePos = fragPos + samplePos * radius;
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// project
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vec4 offset = vec4(samplePos, 1.0f);
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offset = ubo.projection * offset;
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5f + 0.5f;
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float sampleDepth = -texture(samplerPositionDepth, offset.xy).w;
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// Range check
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float rangeCheck = smoothstep(0.0f, 1.0f, radius / abs(fragPos.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck;
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}
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occlusion = 1.0 - (occlusion / float(kernelSize));
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outFragColor = occlusion;
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}
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BIN
data/shaders/ssao/ssao.frag.spv
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data/shaders/ssao/ssao.frag.spv
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1148
ssao/ssao.cpp
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1148
ssao/ssao.cpp
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ssao/ssao.vcxproj
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ssao/ssao.vcxproj
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65
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65
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|
||||
<None Include="..\data\shaders\ssao\ssao.frag">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\data\shaders\ssao\fullscreen.vert">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\data\shaders\ssao\gbuffer.vert">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\data\shaders\ssao\blur.frag">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\data\shaders\ssao\composition.frag">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
@ -89,6 +89,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Base", "Base", "{09B9A54B-F
|
|||
base\vulkanframebuffer.hpp = base\vulkanframebuffer.hpp
|
||||
base\vulkanheightmap.hpp = base\vulkanheightmap.hpp
|
||||
base\vulkanMeshLoader.hpp = base\vulkanMeshLoader.hpp
|
||||
base\vulkanscene.hpp = base\vulkanscene.hpp
|
||||
base\vulkanswapchain.hpp = base\vulkanswapchain.hpp
|
||||
base\vulkantextoverlay.hpp = base\vulkantextoverlay.hpp
|
||||
base\vulkanTextureLoader.hpp = base\vulkanTextureLoader.hpp
|
||||
|
|
@ -118,6 +119,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "computecullandlod", "comput
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "subpasses", "subpasses\subpasses.vcxproj", "{DE1DEF4B-307E-45C2-90CC-8023327294E2}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ssao", "ssao\ssao.vcxproj", "{43FCECF5-F5E1-45DB-972A-73942D459C0A}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
|
|
@ -292,6 +295,10 @@ Global
|
|||
{DE1DEF4B-307E-45C2-90CC-8023327294E2}.Debug|x64.Build.0 = Debug|x64
|
||||
{DE1DEF4B-307E-45C2-90CC-8023327294E2}.Release|x64.ActiveCfg = Release|x64
|
||||
{DE1DEF4B-307E-45C2-90CC-8023327294E2}.Release|x64.Build.0 = Release|x64
|
||||
{43FCECF5-F5E1-45DB-972A-73942D459C0A}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{43FCECF5-F5E1-45DB-972A-73942D459C0A}.Debug|x64.Build.0 = Debug|x64
|
||||
{43FCECF5-F5E1-45DB-972A-73942D459C0A}.Release|x64.ActiveCfg = Release|x64
|
||||
{43FCECF5-F5E1-45DB-972A-73942D459C0A}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue