SSAOShader.js 6.4 KB

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  1. ( function () {
  2. /**
  3. * References:
  4. * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
  5. * https://learnopengl.com/Advanced-Lighting/SSAO
  6. * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
  7. */
  8. const SSAOShader = {
  9. defines: {
  10. 'PERSPECTIVE_CAMERA': 1,
  11. 'KERNEL_SIZE': 32
  12. },
  13. uniforms: {
  14. 'tDiffuse': {
  15. value: null
  16. },
  17. 'tNormal': {
  18. value: null
  19. },
  20. 'tDepth': {
  21. value: null
  22. },
  23. 'tNoise': {
  24. value: null
  25. },
  26. 'kernel': {
  27. value: null
  28. },
  29. 'cameraNear': {
  30. value: null
  31. },
  32. 'cameraFar': {
  33. value: null
  34. },
  35. 'resolution': {
  36. value: new THREE.Vector2()
  37. },
  38. 'cameraProjectionMatrix': {
  39. value: new THREE.Matrix4()
  40. },
  41. 'cameraInverseProjectionMatrix': {
  42. value: new THREE.Matrix4()
  43. },
  44. 'kernelRadius': {
  45. value: 8
  46. },
  47. 'minDistance': {
  48. value: 0.005
  49. },
  50. 'maxDistance': {
  51. value: 0.05
  52. }
  53. },
  54. vertexShader: /* glsl */`
  55. varying vec2 vUv;
  56. void main() {
  57. vUv = uv;
  58. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  59. }`,
  60. fragmentShader: /* glsl */`
  61. uniform sampler2D tDiffuse;
  62. uniform sampler2D tNormal;
  63. uniform sampler2D tDepth;
  64. uniform sampler2D tNoise;
  65. uniform vec3 kernel[ KERNEL_SIZE ];
  66. uniform vec2 resolution;
  67. uniform float cameraNear;
  68. uniform float cameraFar;
  69. uniform mat4 cameraProjectionMatrix;
  70. uniform mat4 cameraInverseProjectionMatrix;
  71. uniform float kernelRadius;
  72. uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
  73. uniform float maxDistance; // avoid the influence of fragments which are too far away
  74. varying vec2 vUv;
  75. #include <packing>
  76. float getDepth( const in vec2 screenPosition ) {
  77. return texture2D( tDepth, screenPosition ).x;
  78. }
  79. float getLinearDepth( const in vec2 screenPosition ) {
  80. #if PERSPECTIVE_CAMERA == 1
  81. float fragCoordZ = texture2D( tDepth, screenPosition ).x;
  82. float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
  83. return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  84. #else
  85. return texture2D( tDepth, screenPosition ).x;
  86. #endif
  87. }
  88. float getViewZ( const in float depth ) {
  89. #if PERSPECTIVE_CAMERA == 1
  90. return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
  91. #else
  92. return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
  93. #endif
  94. }
  95. vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
  96. float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
  97. vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
  98. clipPosition *= clipW; // unprojection.
  99. return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
  100. }
  101. vec3 getViewNormal( const in vec2 screenPosition ) {
  102. return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
  103. }
  104. void main() {
  105. float depth = getDepth( vUv );
  106. float viewZ = getViewZ( depth );
  107. vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
  108. vec3 viewNormal = getViewNormal( vUv );
  109. vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
  110. vec3 random = vec3( texture2D( tNoise, vUv * noiseScale ).r );
  111. // compute matrix used to reorient a kernel vector
  112. vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
  113. vec3 bitangent = cross( viewNormal, tangent );
  114. mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
  115. float occlusion = 0.0;
  116. for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
  117. vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space
  118. vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point
  119. vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC
  120. samplePointNDC /= samplePointNDC.w;
  121. vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates
  122. float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture
  123. float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value
  124. float delta = sampleDepth - realDepth;
  125. if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion
  126. occlusion += 1.0;
  127. }
  128. }
  129. occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );
  130. gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );
  131. }`
  132. };
  133. const SSAODepthShader = {
  134. defines: {
  135. 'PERSPECTIVE_CAMERA': 1
  136. },
  137. uniforms: {
  138. 'tDepth': {
  139. value: null
  140. },
  141. 'cameraNear': {
  142. value: null
  143. },
  144. 'cameraFar': {
  145. value: null
  146. }
  147. },
  148. vertexShader: `varying vec2 vUv;
  149. void main() {
  150. vUv = uv;
  151. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  152. }`,
  153. fragmentShader: `uniform sampler2D tDepth;
  154. uniform float cameraNear;
  155. uniform float cameraFar;
  156. varying vec2 vUv;
  157. #include <packing>
  158. float getLinearDepth( const in vec2 screenPosition ) {
  159. #if PERSPECTIVE_CAMERA == 1
  160. float fragCoordZ = texture2D( tDepth, screenPosition ).x;
  161. float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
  162. return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  163. #else
  164. return texture2D( tDepth, screenPosition ).x;
  165. #endif
  166. }
  167. void main() {
  168. float depth = getLinearDepth( vUv );
  169. gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
  170. }`
  171. };
  172. const SSAOBlurShader = {
  173. uniforms: {
  174. 'tDiffuse': {
  175. value: null
  176. },
  177. 'resolution': {
  178. value: new THREE.Vector2()
  179. }
  180. },
  181. vertexShader: `varying vec2 vUv;
  182. void main() {
  183. vUv = uv;
  184. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  185. }`,
  186. fragmentShader: `uniform sampler2D tDiffuse;
  187. uniform vec2 resolution;
  188. varying vec2 vUv;
  189. void main() {
  190. vec2 texelSize = ( 1.0 / resolution );
  191. float result = 0.0;
  192. for ( int i = - 2; i <= 2; i ++ ) {
  193. for ( int j = - 2; j <= 2; j ++ ) {
  194. vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;
  195. result += texture2D( tDiffuse, vUv + offset ).r;
  196. }
  197. }
  198. gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );
  199. }`
  200. };
  201. THREE.SSAOBlurShader = SSAOBlurShader;
  202. THREE.SSAODepthShader = SSAODepthShader;
  203. THREE.SSAOShader = SSAOShader;
  204. } )();