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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- 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;
- 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 ? 1.0f : 0.0f) * rangeCheck;
- #else
- occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f);
- #endif
- }
- occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
-
- outFragColor = occlusion;
- }
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