procedural-3d-engine/data/shaders/ssao/ssao.frag
binary 6849c14ee4
Update ssao.frag
Sorry,It should be spelled bias
2019-12-03 19:06:56 +08:00

71 lines
2.1 KiB
GLSL

#version 450
layout (binding = 0) uniform sampler2D samplerPositionDepth;
layout (binding = 1) uniform sampler2D samplerNormal;
layout (binding = 2) uniform sampler2D ssaoNoise;
layout (constant_id = 0) const int SSAO_KERNEL_SIZE = 64;
layout (constant_id = 1) const float SSAO_RADIUS = 0.5;
layout (binding = 3) uniform UBOSSAOKernel
{
vec4 samples[SSAO_KERNEL_SIZE];
} uboSSAOKernel;
layout (binding = 4) uniform UBO
{
mat4 projection;
} ubo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out float outFragColor;
void main()
{
// Get G-Buffer values
vec3 fragPos = texture(samplerPositionDepth, inUV).rgb;
vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
// Get a random vector using a noise lookup
ivec2 texDim = textureSize(samplerPositionDepth, 0);
ivec2 noiseDim = textureSize(ssaoNoise, 0);
const vec2 noiseUV = vec2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * 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;
// remove banding
const float bias = 0.01f;
for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
{
vec3 samplePos = TBN * uboSSAOKernel.samples[i].xyz;
samplePos = fragPos + samplePos * SSAO_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;
#define RANGE_CHECK 1
#ifdef RANGE_CHECK
// Range check
float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
occlusion += (sampleDepth >= samplePos.z + bias ? 1.0f : 0.0f) * rangeCheck;
#else
occlusion += (sampleDepth >= samplePos.z + bias ? 1.0f : 0.0f);
#endif
}
occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
outFragColor = occlusion;
}