99 lines
4.1 KiB
Plaintext
99 lines
4.1 KiB
Plaintext
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#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out float output1f;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_noiseConstantTexture;
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uniform mat4 u_projectionMatrix4f;
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uniform mat4 u_inverseProjectionMatrix4f;
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uniform mat2 u_randomizerDataMatrix2f;
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const vec3 ssaoKernel[8] = vec3[](
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vec3(0.599,0.721,0.350),vec3(0.114,0.791,0.601),
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vec3(0.067,0.995,0.069),vec3(0.511,-0.510,0.692),
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vec3(0.626,-0.667,0.404),vec3(0.896,-0.169,0.411),
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vec3(0.716,-0.439,0.543),vec3(-0.400,0.733,0.550));
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#define radius 1.5
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#define SAMPLE_SSAO(idx, pos, matTBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)\
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tmpVec4_1.xyz = pos + (matTBN * ssaoKernel[idx]) * radius;\
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tmpVec4_1.w = 1.0;\
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tmpVec4_2 = u_projectionMatrix4f * tmpVec4_1;\
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tmpVec4_2.xyz /= tmpVec4_2.w;\
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tmpVec4_2.xyz = clamp(tmpVec4_2.xyz, -0.99, 0.99);\
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tmpVec4_2.zw = matProjInv2f * vec4(tmpVec4_2.xy, textureLod(u_gbufferDepthTexture, tmpVec4_2.xy * 0.5 + 0.5, 0.0).r * 2.0 - 1.0, 1.0);\
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tmpVec4_2.z /= tmpVec4_2.w;\
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tmpVec4_2.x = smoothstep(0.0, 1.0, radius * 0.5 / abs(pos.z - tmpVec4_2.z));\
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divisor += tmpVec4_2.x > 0.0 ? 1.0 : 0.0;\
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occlusion += (tmpVec4_2.z >= tmpVec4_1.z ? 1.0 : 0.0) * tmpVec4_2.x;
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void main() {
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vec3 originalClipSpacePos = vec3(v_position2f, textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r);
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if(originalClipSpacePos.z <= 0.0000001) {
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output1f = 1.0;
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return;
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}
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originalClipSpacePos *= 2.0;
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originalClipSpacePos -= 1.0;
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vec3 normal3f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0).rgb;
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normal3f *= 2.0;
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normal3f -= 1.0;
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vec4 originalViewSpacePos = u_inverseProjectionMatrix4f * vec4(originalClipSpacePos, 1.0);
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originalViewSpacePos.xyz /= originalViewSpacePos.w;
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originalViewSpacePos.w = 1.0;
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vec4 noiseVec = textureLod(u_noiseConstantTexture, u_randomizerDataMatrix2f * (v_position2f + originalViewSpacePos.xy + normal3f.xz), 0.0);
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noiseVec.xyz *= 2.0;
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noiseVec.xyz -= 1.0;
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vec3 tangent = normalize(noiseVec.xyz - normal3f * dot(noiseVec.xyz, normal3f));
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vec3 bitangent = cross(normal3f, tangent);
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mat3 TBN = mat3(tangent, bitangent, normal3f) * noiseVec.w;
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float divisor = 0.0;
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float occlusion = 0.0;
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vec4 tmpVec4_1;
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vec4 tmpVec4_2;
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mat4x2 matProjInv2f = mat4x2(u_inverseProjectionMatrix4f[0].zw, u_inverseProjectionMatrix4f[1].zw, u_inverseProjectionMatrix4f[2].zw, u_inverseProjectionMatrix4f[3].zw);
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SAMPLE_SSAO(0, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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SAMPLE_SSAO(1, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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SAMPLE_SSAO(2, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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SAMPLE_SSAO(3, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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SAMPLE_SSAO(4, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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SAMPLE_SSAO(5, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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SAMPLE_SSAO(6, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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SAMPLE_SSAO(7, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
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output1f = max(1.0 - (occlusion / max(divisor, 0.001)), 0.0);
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}
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