添加关照、全局等高线、修改图层问题
This commit is contained in:
179
static/sdk/three/jsm/shaders/SAOShader.js
Normal file
179
static/sdk/three/jsm/shaders/SAOShader.js
Normal file
@ -0,0 +1,179 @@
|
||||
import {
|
||||
Matrix4,
|
||||
Vector2
|
||||
} from 'three';
|
||||
|
||||
/**
|
||||
* TODO
|
||||
*/
|
||||
|
||||
const SAOShader = {
|
||||
|
||||
name: 'SAOShader',
|
||||
|
||||
defines: {
|
||||
'NUM_SAMPLES': 7,
|
||||
'NUM_RINGS': 4,
|
||||
'DIFFUSE_TEXTURE': 0,
|
||||
'PERSPECTIVE_CAMERA': 1
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
|
||||
'tDepth': { value: null },
|
||||
'tDiffuse': { value: null },
|
||||
'tNormal': { value: null },
|
||||
'size': { value: new Vector2( 512, 512 ) },
|
||||
|
||||
'cameraNear': { value: 1 },
|
||||
'cameraFar': { value: 100 },
|
||||
'cameraProjectionMatrix': { value: new Matrix4() },
|
||||
'cameraInverseProjectionMatrix': { value: new Matrix4() },
|
||||
|
||||
'scale': { value: 1.0 },
|
||||
'intensity': { value: 0.1 },
|
||||
'bias': { value: 0.5 },
|
||||
|
||||
'minResolution': { value: 0.0 },
|
||||
'kernelRadius': { value: 100.0 },
|
||||
'randomSeed': { value: 0.0 }
|
||||
},
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
#include <common>
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
#if DIFFUSE_TEXTURE == 1
|
||||
uniform sampler2D tDiffuse;
|
||||
#endif
|
||||
|
||||
uniform highp sampler2D tDepth;
|
||||
uniform highp sampler2D tNormal;
|
||||
|
||||
uniform float cameraNear;
|
||||
uniform float cameraFar;
|
||||
uniform mat4 cameraProjectionMatrix;
|
||||
uniform mat4 cameraInverseProjectionMatrix;
|
||||
|
||||
uniform float scale;
|
||||
uniform float intensity;
|
||||
uniform float bias;
|
||||
uniform float kernelRadius;
|
||||
uniform float minResolution;
|
||||
uniform vec2 size;
|
||||
uniform float randomSeed;
|
||||
|
||||
// RGBA depth
|
||||
|
||||
#include <packing>
|
||||
|
||||
vec4 getDefaultColor( const in vec2 screenPosition ) {
|
||||
#if DIFFUSE_TEXTURE == 1
|
||||
return texture2D( tDiffuse, vUv );
|
||||
#else
|
||||
return vec4( 1.0 );
|
||||
#endif
|
||||
}
|
||||
|
||||
float getDepth( const in vec2 screenPosition ) {
|
||||
return texture2D( tDepth, screenPosition ).x;
|
||||
}
|
||||
|
||||
float getViewZ( const in float depth ) {
|
||||
#if PERSPECTIVE_CAMERA == 1
|
||||
return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
|
||||
#else
|
||||
return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
|
||||
float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
|
||||
vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
|
||||
clipPosition *= clipW; // unprojection.
|
||||
|
||||
return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
|
||||
}
|
||||
|
||||
vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {
|
||||
return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
|
||||
}
|
||||
|
||||
float scaleDividedByCameraFar;
|
||||
float minResolutionMultipliedByCameraFar;
|
||||
|
||||
float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
|
||||
vec3 viewDelta = sampleViewPosition - centerViewPosition;
|
||||
float viewDistance = length( viewDelta );
|
||||
float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
|
||||
|
||||
return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
|
||||
}
|
||||
|
||||
// moving costly divides into consts
|
||||
const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
|
||||
const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
|
||||
|
||||
float getAmbientOcclusion( const in vec3 centerViewPosition ) {
|
||||
// precompute some variables require in getOcclusion.
|
||||
scaleDividedByCameraFar = scale / cameraFar;
|
||||
minResolutionMultipliedByCameraFar = minResolution * cameraFar;
|
||||
vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
|
||||
|
||||
// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
|
||||
float angle = rand( vUv + randomSeed ) * PI2;
|
||||
vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
|
||||
vec2 radiusStep = radius;
|
||||
|
||||
float occlusionSum = 0.0;
|
||||
float weightSum = 0.0;
|
||||
|
||||
for( int i = 0; i < NUM_SAMPLES; i ++ ) {
|
||||
vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
|
||||
radius += radiusStep;
|
||||
angle += ANGLE_STEP;
|
||||
|
||||
float sampleDepth = getDepth( sampleUv );
|
||||
if( sampleDepth >= ( 1.0 - EPSILON ) ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float sampleViewZ = getViewZ( sampleDepth );
|
||||
vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
|
||||
occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
|
||||
weightSum += 1.0;
|
||||
}
|
||||
|
||||
if( weightSum == 0.0 ) discard;
|
||||
|
||||
return occlusionSum * ( intensity / weightSum );
|
||||
}
|
||||
|
||||
void main() {
|
||||
float centerDepth = getDepth( vUv );
|
||||
if( centerDepth >= ( 1.0 - EPSILON ) ) {
|
||||
discard;
|
||||
}
|
||||
|
||||
float centerViewZ = getViewZ( centerDepth );
|
||||
vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
|
||||
|
||||
float ambientOcclusion = getAmbientOcclusion( viewPosition );
|
||||
|
||||
gl_FragColor = getDefaultColor( vUv );
|
||||
gl_FragColor.xyz *= 1.0 - ambientOcclusion;
|
||||
}`
|
||||
|
||||
};
|
||||
|
||||
export { SAOShader };
|
Reference in New Issue
Block a user