procedural-3d-engine/shaders/hlsl/ssao/ssao.frag
2023-05-09 21:03:02 +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;
}