procedural-3d-engine/shaders/slang/ssao/ssao.slang
2025-05-19 18:20:23 +02:00

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