37 lines
1.3 KiB
GLSL
37 lines
1.3 KiB
GLSL
#param vec3 u_ssaoSamples[64]
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#param int u_kernelSize = 16
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#param float u_radius = 0.2
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#param float u_bias = 0.006
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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 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 = 0.0;
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for (int i = 0; i < u_kernelSize; i++) {
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vec3 samplePos = tbn * u_ssaoSamples[i];
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samplePos = position + samplePos * u_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, u_radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + u_bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize));
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float z = -position.z * 0.01;
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z = max(0.0, 1.0 - z);
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return vec4(occlusion, 0.0, 0.0, 1.0);
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}
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