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- /**
- * 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
- */
- THREE.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' )
- };
- THREE.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' )
- };
- THREE.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' )
- };
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