procedural-3d-engine/data/shaders/hlsl/ssao/ssao.frag
Sascha Willems feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00

67 lines
2.2 KiB
GLSL

// Copyright 2020 Google LLC
Texture2D texturePositionDepth : register(t0);
SamplerState samplerPositionDepth : register(s0);
Texture2D textureNormal : register(t1);
SamplerState samplerNormal : register(s1);
Texture2D ssaoNoiseTexture : register(t2);
SamplerState ssaoNoiseSampler : register(s2);
#define SSAO_KERNEL_ARRAY_SIZE 64
[[vk::constant_id(0)]] const int SSAO_KERNEL_SIZE = 64;
[[vk::constant_id(1)]] const float SSAO_RADIUS = 0.5;
struct UBOSSAOKernel
{
float4 samples[SSAO_KERNEL_ARRAY_SIZE];
};
cbuffer uboSSAOKernel : register(b3) { UBOSSAOKernel uboSSAOKernel; };
struct UBO
{
float4x4 projection;
};
cbuffer ubo : register(b4) { UBO ubo; };
float main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
// Get G-Buffer values
float3 fragPos = texturePositionDepth.Sample(samplerPositionDepth, inUV).rgb;
float3 normal = normalize(textureNormal.Sample(samplerNormal, inUV).rgb * 2.0 - 1.0);
// Get a random vector using a noise lookup
int2 texDim;
texturePositionDepth.GetDimensions(texDim.x, texDim.y);
int2 noiseDim;
ssaoNoiseTexture.GetDimensions(noiseDim.x, noiseDim.y);
const float2 noiseUV = float2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * inUV;
float3 randomVec = ssaoNoiseTexture.Sample(ssaoNoiseSampler, 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 = -texturePositionDepth.Sample(samplerPositionDepth, 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;
}