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- THREE.SAOShader = {
- defines: {
- 'NUM_SAMPLES': 7,
- 'NUM_RINGS': 4,
- 'NORMAL_TEXTURE': 0,
- 'DIFFUSE_TEXTURE': 0,
- 'DEPTH_PACKING': 1,
- 'PERSPECTIVE_CAMERA': 1
- },
- uniforms: {
- 'tDepth': { type: 't', value: null },
- 'tDiffuse': { type: 't', value: null },
- 'tNormal': { type: 't', value: null },
- 'size': { type: 'v2', value: new THREE.Vector2( 512, 512 ) },
- 'cameraNear': { type: 'f', value: 1 },
- 'cameraFar': { type: 'f', value: 100 },
- 'cameraProjectionMatrix': { type: 'm4', value: new THREE.Matrix4() },
- 'cameraInverseProjectionMatrix': { type: 'm4', value: new THREE.Matrix4() },
- 'scale': { type: 'f', value: 1.0 },
- 'intensity': { type: 'f', value: 0.1 },
- 'bias': { type: 'f', value: 0.5 },
- 'minResolution': { type: 'f', value: 0.0 },
- 'kernelRadius': { type: 'f', value: 100.0 },
- 'randomSeed': { type: 'f', value: 0.0 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "#include <common>",
- "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 <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 ) {",
- " #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" )
- };
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