40 lines
1.3 KiB
GLSL
40 lines
1.3 KiB
GLSL
uniform vec3 u_ssaoSamples[64];
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int kernelSize = 32;
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float radius = 0.25;
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float bias = 0.025;
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vec4 effect() {
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vec2 noiseScale = u_screenSize / 4.0;
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vec3 position = texture(u_position, v_uv).xyz;
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vec3 color = texture(u_screen, v_uv).rgb;
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vec3 normal = texture(u_normal, v_uv).xyz;
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vec3 randomVec = normalize(texture(u_noise, v_uv * noiseScale).xyz);
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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vec3 bitangent = cross(normal, tangent);
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 1.0;
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if (u_enableShadows) {
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occlusion = 0.0;
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for (int i = 0; i < kernelSize; i++) {
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vec3 samplePos = tbn * u_ssaoSamples[i];
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samplePos = position + samplePos * radius;
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vec4 offset = vec4(samplePos, 1.0);
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offset = u_projection * offset;
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5 + 0.5;
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float sampleDepth = texture(u_position, offset.xy).z;
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = 1.1 - (occlusion / kernelSize);
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}
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return vec4(color * occlusion, 1.0);
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}
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