301 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			301 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Matrix4,
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| 	Vector2
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| } from 'three';
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| 
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| /**
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|  * References:
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|  * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
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|  * https://learnopengl.com/Advanced-Lighting/SSAO
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|  * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
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|  */
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| 
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| const SSAOShader = {
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| 
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| 	name: 'SSAOShader',
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| 
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| 	defines: {
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| 		'PERSPECTIVE_CAMERA': 1,
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| 		'KERNEL_SIZE': 32
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| 	},
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| 
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| 	uniforms: {
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| 
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| 		'tNormal': { value: null },
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| 		'tDepth': { value: null },
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| 		'tNoise': { value: null },
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| 		'kernel': { value: null },
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| 		'cameraNear': { value: null },
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| 		'cameraFar': { value: null },
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| 		'resolution': { value: new Vector2() },
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| 		'cameraProjectionMatrix': { value: new Matrix4() },
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| 		'cameraInverseProjectionMatrix': { value: new Matrix4() },
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| 		'kernelRadius': { value: 8 },
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| 		'minDistance': { value: 0.005 },
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| 		'maxDistance': { value: 0.05 },
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vUv = uv;
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| 
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 		uniform highp sampler2D tNormal;
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| 		uniform highp sampler2D tDepth;
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| 		uniform sampler2D tNoise;
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| 
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| 		uniform vec3 kernel[ KERNEL_SIZE ];
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| 
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| 		uniform vec2 resolution;
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| 
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| 		uniform float cameraNear;
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| 		uniform float cameraFar;
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| 		uniform mat4 cameraProjectionMatrix;
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| 		uniform mat4 cameraInverseProjectionMatrix;
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| 
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| 		uniform float kernelRadius;
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| 		uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
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| 		uniform float maxDistance; // avoid the influence of fragments which are too far away
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| 
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| 		varying vec2 vUv;
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| 
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| 		#include <packing>
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| 
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| 		float getDepth( const in vec2 screenPosition ) {
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| 
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| 			return texture2D( tDepth, screenPosition ).x;
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| 
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| 		}
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| 
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| 		float getLinearDepth( const in vec2 screenPosition ) {
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| 
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| 			#if PERSPECTIVE_CAMERA == 1
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| 
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| 				float fragCoordZ = texture2D( tDepth, screenPosition ).x;
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| 				float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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| 				return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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| 
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| 			#else
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| 
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| 				return texture2D( tDepth, screenPosition ).x;
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| 
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| 			#endif
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| 
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| 		}
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| 
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| 		float getViewZ( const in float depth ) {
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| 
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| 			#if PERSPECTIVE_CAMERA == 1
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| 
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| 				return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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| 
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| 			#else
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| 
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| 				return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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| 
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| 			#endif
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| 
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| 		}
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| 
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| 		vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
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| 
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| 			float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
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| 
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| 			vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
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| 
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| 			clipPosition *= clipW; // unprojection.
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| 
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| 			return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
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| 
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| 		}
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| 
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| 		vec3 getViewNormal( const in vec2 screenPosition ) {
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| 
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| 			return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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| 
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| 		}
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| 
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| 		void main() {
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| 
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| 			float depth = getDepth( vUv );
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| 
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| 			if ( depth == 1.0 ) {
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| 
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| 				gl_FragColor = vec4( 1.0 ); // don't influence background
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| 				
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| 			} else {
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| 
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| 				float viewZ = getViewZ( depth );
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| 
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| 				vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
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| 				vec3 viewNormal = getViewNormal( vUv );
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| 
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| 				vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
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| 				vec3 random = vec3( texture2D( tNoise, vUv * noiseScale ).r );
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| 
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| 				// compute matrix used to reorient a kernel vector
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| 
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| 				vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
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| 				vec3 bitangent = cross( viewNormal, tangent );
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| 				mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
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| 
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| 				float occlusion = 0.0;
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| 
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| 				for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
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| 
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| 					vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space
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| 					vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point
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| 
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| 					vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC
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| 					samplePointNDC /= samplePointNDC.w;
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| 
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| 					vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates
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| 
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| 					float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture
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| 					float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value
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| 					float delta = sampleDepth - realDepth;
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| 
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| 					if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion
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| 
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| 						occlusion += 1.0;
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| 
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| 					}
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| 
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| 				}
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| 
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| 				occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );
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| 
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| 				gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );
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| 
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| 			}
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| 
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| 		}`
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| 
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| };
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| 
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| const SSAODepthShader = {
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| 
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| 	name: 'SSAODepthShader',
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| 
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| 	defines: {
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| 		'PERSPECTIVE_CAMERA': 1
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| 	},
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| 
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| 	uniforms: {
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| 
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| 		'tDepth': { value: null },
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| 		'cameraNear': { value: null },
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| 		'cameraFar': { value: null },
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| 
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| 	},
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| 
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| 	vertexShader:
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| 
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| 		`varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vUv = uv;
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 		}`,
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| 
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| 	fragmentShader:
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| 
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| 		`uniform sampler2D tDepth;
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| 
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| 		uniform float cameraNear;
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| 		uniform float cameraFar;
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| 
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| 		varying vec2 vUv;
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| 
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| 		#include <packing>
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| 
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| 		float getLinearDepth( const in vec2 screenPosition ) {
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| 
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| 			#if PERSPECTIVE_CAMERA == 1
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| 
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| 				float fragCoordZ = texture2D( tDepth, screenPosition ).x;
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| 				float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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| 				return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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| 
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| 			#else
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| 
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| 				return texture2D( tDepth, screenPosition ).x;
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| 
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| 			#endif
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| 
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| 		}
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| 
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| 		void main() {
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| 
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| 			float depth = getLinearDepth( vUv );
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| 			gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
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| 
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| 		}`
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| 
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| };
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| 
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| const SSAOBlurShader = {
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| 
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| 	name: 'SSAOBlurShader',
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| 
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| 	uniforms: {
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| 
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| 		'tDiffuse': { value: null },
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| 		'resolution': { value: new Vector2() }
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| 
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| 	},
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| 
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| 	vertexShader:
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| 
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| 		`varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vUv = uv;
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 		}`,
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| 
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| 	fragmentShader:
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| 
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| 		`uniform sampler2D tDiffuse;
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| 
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| 		uniform vec2 resolution;
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vec2 texelSize = ( 1.0 / resolution );
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| 			float result = 0.0;
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| 
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| 			for ( int i = - 2; i <= 2; i ++ ) {
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| 
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| 				for ( int j = - 2; j <= 2; j ++ ) {
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| 
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| 					vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;
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| 					result += texture2D( tDiffuse, vUv + offset ).r;
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| 
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| 				}
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| 
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| 			}
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| 
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| 			gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );
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| 
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| 		}`
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| 
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| };
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| 
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| export { SSAOShader, SSAODepthShader, SSAOBlurShader };
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