render: SSAO
This commit is contained in:
@ -4,7 +4,7 @@ uniform sampler2D tex;
|
||||
|
||||
in vec3 fragPosWorld;
|
||||
in float fragPosLightspaceZ;
|
||||
in float fragDepthNDC;
|
||||
in float fragDepthView;
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 fragNormal;
|
||||
in float fragLight;
|
||||
@ -19,9 +19,9 @@ const float gamma = 2.2;
|
||||
void main() {
|
||||
|
||||
outputPosition.xyz = fragPosWorld;
|
||||
outputPosition.w = fragPosLightspaceZ;
|
||||
outputPosition.w = fragDepthView;
|
||||
outputNormal.xyz = fragNormal;
|
||||
outputNormal.w = fragDepthNDC;
|
||||
outputNormal.w = fragPosLightspaceZ;
|
||||
outputColor = texture(tex, fragTexCoord);
|
||||
outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
|
||||
}
|
||||
|
@ -14,7 +14,7 @@ layout (location = 3) in float light;
|
||||
|
||||
out vec3 fragPosWorld;
|
||||
out float fragPosLightspaceZ;
|
||||
out float fragDepthNDC;
|
||||
out float fragDepthView;
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
out float fragLight;
|
||||
@ -25,14 +25,16 @@ void main() {
|
||||
fragNormal = normalize(normal);
|
||||
fragLight = light;
|
||||
|
||||
gl_Position = projection * view * model * vec4(vert, 1);
|
||||
fragDepthNDC = gl_Position.z / gl_Position.w;
|
||||
|
||||
vec4 pos4 = model * vec4(vert, 1);
|
||||
fragPosWorld = pos4.xyz / pos4.w;
|
||||
vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
|
||||
fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
|
||||
|
||||
vec4 posView = view * pos4;
|
||||
fragDepthView = posView.z;
|
||||
|
||||
gl_Position = projection * posView;
|
||||
|
||||
fragPosWorld -= viewPos;
|
||||
}
|
||||
|
||||
|
@ -6,6 +6,8 @@ uniform vec3 viewPos;
|
||||
uniform vec3 sun;
|
||||
uniform vec4 fogColor;
|
||||
|
||||
uniform sampler2D ssaoAmbient; // Ambient strength from SSAO pass
|
||||
|
||||
// G-Buffers
|
||||
uniform sampler2D gPos;
|
||||
uniform sampler2D gNorm;
|
||||
@ -40,12 +42,12 @@ void loadGBuffer() {
|
||||
fragNormal = fragGNormal.xyz;
|
||||
if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
|
||||
discard;
|
||||
fragPosLightspaceZ = fragGNormal.w;
|
||||
|
||||
gl_FragDepth = fragGNormal.w * 0.5 + 0.5;
|
||||
|
||||
vec4 fragGPos = texture(gPos, fragPosScreen);
|
||||
fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
|
||||
fragPosLightspaceZ = fragGPos.w;
|
||||
|
||||
fragColor = texture(gColor, fragPosScreen);
|
||||
|
||||
fragPosLightspace = lightspace * fragPos;
|
||||
@ -56,7 +58,7 @@ void main() {
|
||||
|
||||
loadGBuffer();
|
||||
|
||||
light = ambient;
|
||||
light = ambient * texture(ssaoAmbient, fragPosScreen).r;
|
||||
|
||||
lightSun();
|
||||
|
||||
|
78
internal/asset/shader/world/ssao.frag
Normal file
78
internal/asset/shader/world/ssao.frag
Normal file
@ -0,0 +1,78 @@
|
||||
#version 330
|
||||
|
||||
#define SSAO_SAMPLE_COUNT 32
|
||||
const float radius = 0.5, bias = 0;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform mat4 view, projection;
|
||||
uniform float time; // current time in seconds, for extra noise
|
||||
|
||||
uniform sampler2D rand;
|
||||
uniform vec2 randSize; // in pixels
|
||||
|
||||
// SSAO samples (normalized, in tangent space)
|
||||
layout (std140) uniform uboSamples {
|
||||
vec3 samples[SSAO_SAMPLE_COUNT];
|
||||
};
|
||||
|
||||
// G-Buffers
|
||||
uniform sampler2D gPos;
|
||||
uniform sampler2D gNorm;
|
||||
// Fragment information from G-Buffers
|
||||
vec3 fragPos; // World position
|
||||
vec3 fragNormal; // World normal
|
||||
float fragDepthView;
|
||||
|
||||
|
||||
in vec2 fragPosScreen;
|
||||
layout (location = 0) out float output;
|
||||
|
||||
|
||||
// A random number generator from the web.
|
||||
// https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner
|
||||
float whatever(vec2 co){
|
||||
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
|
||||
void loadGBuffer() {
|
||||
vec4 fragGNormal = texture(gNorm, fragPosScreen);
|
||||
fragNormal = fragGNormal.xyz;
|
||||
if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
|
||||
discard;
|
||||
|
||||
vec4 fragGPos = texture(gPos, fragPosScreen);
|
||||
fragPos = fragGPos.xyz + viewPos;
|
||||
fragDepthView = fragGPos.w;
|
||||
gl_FragDepth = fragGPos.w * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
loadGBuffer();
|
||||
|
||||
vec4 randval = texture(rand, gl_FragCoord.xy / randSize);
|
||||
|
||||
vec3 tangent = normalize(randval.xyz - fragNormal*dot(randval.xyz, fragNormal));
|
||||
vec3 bitangent = cross(fragNormal, tangent);
|
||||
mat3 TBN = mat3(tangent, bitangent, fragNormal);
|
||||
|
||||
float occlusion = 0;
|
||||
for (int i = 0; i < SSAO_SAMPLE_COUNT; i++) {
|
||||
vec3 samplePos = TBN * samples[i];
|
||||
samplePos = fragPos + samplePos * radius;
|
||||
|
||||
vec4 viewpos = view * vec4(samplePos, 1.0);
|
||||
|
||||
vec4 ndcpos = projection * viewpos;
|
||||
ndcpos.xyz /= ndcpos.w;
|
||||
|
||||
float sampleDepth = texture(gPos, ndcpos.xy*0.5 + 0.5).w;
|
||||
|
||||
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragDepthView - sampleDepth));
|
||||
occlusion += (sampleDepth >= viewpos.z/viewpos.w + bias ? 1.0 : 0.0) * rangeCheck;
|
||||
}
|
||||
|
||||
output = 1.0 - (occlusion / SSAO_SAMPLE_COUNT);
|
||||
}
|
12
internal/asset/shader/world/ssao.vert
Normal file
12
internal/asset/shader/world/ssao.vert
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330
|
||||
|
||||
layout (location = 0) in vec2 vert;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
|
||||
out vec2 fragPosScreen;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vert, 0.0f, 1);
|
||||
fragPosScreen = texCoord;
|
||||
}
|
||||
|
20
internal/asset/shader/world/ssao_blur.frag
Normal file
20
internal/asset/shader/world/ssao_blur.frag
Normal file
@ -0,0 +1,20 @@
|
||||
#version 330
|
||||
|
||||
uniform sampler2D input;
|
||||
uniform vec2 screenSize;
|
||||
|
||||
|
||||
in vec2 fragPosScreen;
|
||||
layout (location = 0) out float output;
|
||||
|
||||
|
||||
void main() {
|
||||
output = 0;
|
||||
|
||||
for (int i = -3; i <= 3; i++)
|
||||
for (int j = -3; j <= 3; j++)
|
||||
output += texture(input, fragPosScreen + vec2(i, j) / screenSize).r;
|
||||
|
||||
output /= 49.0;
|
||||
}
|
||||
|
12
internal/asset/shader/world/ssao_blur.vert
Normal file
12
internal/asset/shader/world/ssao_blur.vert
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330
|
||||
|
||||
layout (location = 0) in vec2 vert;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
|
||||
out vec2 fragPosScreen;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vert, 0.0f, 1);
|
||||
fragPosScreen = texCoord;
|
||||
}
|
||||
|
Reference in New Issue
Block a user