/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ import types; Sampler2D samplerPositionDepth; Sampler2D samplerNormal; Sampler2D ssaoNoiseSampler; struct UBOSSAOKernel { float4 samples[64]; }; ConstantBuffer uboSSAOKernel; struct UBO { float4x4 projection; }; ConstantBuffer 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; }