import { Matrix4, Vector2 } from '../../../build/three.module.js'; /** * TODO */ var SAOShader = { defines: { 'NUM_SAMPLES': 7, 'NUM_RINGS': 4, 'NORMAL_TEXTURE': 0, 'DIFFUSE_TEXTURE': 0, 'DEPTH_PACKING': 1, '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: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ '#include ', 'varying vec2 vUv;', '#if DIFFUSE_TEXTURE == 1', 'uniform sampler2D tDiffuse;', '#endif', 'uniform sampler2D tDepth;', '#if NORMAL_TEXTURE == 1', 'uniform sampler2D tNormal;', '#endif', '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 ', '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 ) {', ' #if DEPTH_PACKING == 1', ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', '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 ) {', ' #if NORMAL_TEXTURE == 1', ' return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );', ' #else', ' return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );', ' #endif', '}', '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;', '}' ].join( '\n' ) }; export { SAOShader };