123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104 |
- ( function () {
- /**
- * References:
- * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
- * https://learnopengl.com/Advanced-Lighting/SSAO
- * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
- */
- var SSAOShader = {
- defines: {
- 'PERSPECTIVE_CAMERA': 1,
- 'KERNEL_SIZE': 32
- },
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'tNormal': {
- value: null
- },
- 'tDepth': {
- value: null
- },
- 'tNoise': {
- value: null
- },
- 'kernel': {
- value: null
- },
- 'cameraNear': {
- value: null
- },
- 'cameraFar': {
- value: null
- },
- 'resolution': {
- value: new THREE.Vector2()
- },
- 'cameraProjectionMatrix': {
- value: new THREE.Matrix4()
- },
- 'cameraInverseProjectionMatrix': {
- value: new THREE.Matrix4()
- },
- 'kernelRadius': {
- value: 8
- },
- 'minDistance': {
- value: 0.005
- },
- 'maxDistance': {
- value: 0.05
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform sampler2D tDiffuse;', 'uniform sampler2D tNormal;', 'uniform sampler2D tDepth;', 'uniform sampler2D tNoise;', 'uniform vec3 kernel[ KERNEL_SIZE ];', 'uniform vec2 resolution;', 'uniform float cameraNear;', 'uniform float cameraFar;', 'uniform mat4 cameraProjectionMatrix;', 'uniform mat4 cameraInverseProjectionMatrix;', 'uniform float kernelRadius;', 'uniform float minDistance;', // avoid artifacts caused by neighbour fragments with minimal depth difference
- 'uniform float maxDistance;', // avoid the influence of fragments which are too far away
- 'varying vec2 vUv;', '#include <packing>', 'float getDepth( const in vec2 screenPosition ) {', ' return texture2D( tDepth, screenPosition ).x;', '}', 'float getLinearDepth( const in vec2 screenPosition ) {', ' #if PERSPECTIVE_CAMERA == 1', ' float fragCoordZ = texture2D( tDepth, screenPosition ).x;', ' float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );', ' return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );', ' #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 vec2 screenPosition ) {', ' return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );', '}', 'void main() {', ' float depth = getDepth( vUv );', ' float viewZ = getViewZ( depth );', ' vec3 viewPosition = getViewPosition( vUv, depth, viewZ );', ' vec3 viewNormal = getViewNormal( vUv );', ' vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );', ' vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;', // compute matrix used to reorient a kernel vector
- ' vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );', ' vec3 bitangent = cross( viewNormal, tangent );', ' mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );', ' float occlusion = 0.0;', ' for ( int i = 0; i < KERNEL_SIZE; i ++ ) {', ' vec3 sampleVector = kernelMatrix * kernel[ i ];', // reorient sample vector in view space
- ' vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );', // calculate sample point
- ' vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );', // project point and calculate NDC
- ' samplePointNDC /= samplePointNDC.w;', ' vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;', // compute uv coordinates
- ' float realDepth = getLinearDepth( samplePointUv );', // get linear depth from depth texture
- ' float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );', // compute linear depth of the sample view Z value
- ' float delta = sampleDepth - realDepth;', ' if ( delta > minDistance && delta < maxDistance ) {', // if fragment is before sample point, increase occlusion
- ' occlusion += 1.0;', ' }', ' }', ' occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );', ' gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );', '}' ].join( '\n' )
- };
- var SSAODepthShader = {
- defines: {
- 'PERSPECTIVE_CAMERA': 1
- },
- uniforms: {
- 'tDepth': {
- value: null
- },
- 'cameraNear': {
- value: null
- },
- 'cameraFar': {
- value: null
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform sampler2D tDepth;', 'uniform float cameraNear;', 'uniform float cameraFar;', 'varying vec2 vUv;', '#include <packing>', 'float getLinearDepth( const in vec2 screenPosition ) {', ' #if PERSPECTIVE_CAMERA == 1', ' float fragCoordZ = texture2D( tDepth, screenPosition ).x;', ' float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );', ' return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'void main() {', ' float depth = getLinearDepth( vUv );', ' gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );', '}' ].join( '\n' )
- };
- var SSAOBlurShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'resolution': {
- value: new THREE.Vector2()
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform sampler2D tDiffuse;', 'uniform vec2 resolution;', 'varying vec2 vUv;', 'void main() {', ' vec2 texelSize = ( 1.0 / resolution );', ' float result = 0.0;', ' for ( int i = - 2; i <= 2; i ++ ) {', ' for ( int j = - 2; j <= 2; j ++ ) {', ' vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;', ' result += texture2D( tDiffuse, vUv + offset ).r;', ' }', ' }', ' gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );', '}' ].join( '\n' )
- };
- THREE.SSAOBlurShader = SSAOBlurShader;
- THREE.SSAODepthShader = SSAODepthShader;
- THREE.SSAOShader = SSAOShader;
- } )();
|