65 lines
1.9 KiB
GLSL
65 lines
1.9 KiB
GLSL
#version 450
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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 (constant_id = 0) const int SSAO_KERNEL_SIZE = 64;
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layout (constant_id = 1) const float SSAO_RADIUS = 0.5;
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layout (binding = 3) uniform UBOSSAOKernel
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{
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vec4 samples[SSAO_KERNEL_SIZE];
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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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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 - 1.0);
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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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ivec2 noiseDim = textureSize(ssaoNoise, 0);
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const vec2 noiseUV = vec2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * 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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// remove banding
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const float bias = 0.025f;
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for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
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{
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vec3 samplePos = TBN * uboSSAOKernel.samples[i].xyz;
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samplePos = fragPos + samplePos * SSAO_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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float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0f : 0.0f) * rangeCheck;
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}
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occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
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outFragColor = occlusion;
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}
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