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- /**
- * @author Mugen87 / https://github.com/Mugen87
- *
- * References:
- * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
- * https://learnopengl.com/Advanced-Lighting/SSAO
- * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
- */
- THREE.SSAOShader = {
- defines: {
- "PERSPECTIVE_CAMERA": 1,
- "KERNEL_SIZE": 64
- },
- uniforms: {
- "tDiffuse": { value: null },
- "tNormal": { value: null },
- "tDepth": { value: null },
- "tNoise": { value: null },
- "kernel": { value: null },
- "cameraNear": { value: null },
- "cameraFar": { value: null },
- "resolution": { value: new THREE.Vector2() },
- "cameraProjectionMatrix": { value: new THREE.Matrix4() },
- "cameraInverseProjectionMatrix": { value: new THREE.Matrix4() },
- "kernelRadius": { value: 8 },
- "minDistance": { value: 0.005 },
- "maxDistance": { value: 0.05 },
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D tDiffuse;",
- "uniform sampler2D tNormal;",
- "uniform sampler2D tDepth;",
- "uniform sampler2D tNoise;",
- "uniform vec3 kernel[ KERNEL_SIZE ];",
- "uniform vec2 resolution;",
- "uniform float cameraNear;",
- "uniform float cameraFar;",
- "uniform mat4 cameraProjectionMatrix;",
- "uniform mat4 cameraInverseProjectionMatrix;",
- "uniform float kernelRadius;",
- "uniform float minDistance;", // avoid artifacts caused by neighbour fragments with minimal depth difference
- "uniform float maxDistance;", // avoid the influence of fragments which are too far away
- "varying vec2 vUv;",
- "#include <packing>",
- "float getDepth( const in vec2 screenPosition ) {",
- " return texture2D( tDepth, screenPosition ).x;",
- "}",
- "float getLinearDepth( const in vec2 screenPosition ) {",
- " #if PERSPECTIVE_CAMERA == 1",
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
- " #else",
- " return texture2D( depthSampler, coord ).x;",
- " #endif",
- "}",
- "float getViewZ( const in float depth ) {",
- " #if PERSPECTIVE_CAMERA == 1",
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
- " #else",
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
- " #endif",
- "}",
- "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
- " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
- " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
- " clipPosition *= clipW; // unprojection.",
- " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
- "}",
- "vec3 getViewNormal( const in vec2 screenPosition ) {",
- " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
- "}",
- "void main() {",
- " float depth = getDepth( vUv );",
- " float viewZ = getViewZ( depth );",
- " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
- " vec3 viewNormal = getViewNormal( vUv );",
- " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
- " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
- // compute matrix used to reorient a kernel vector
- " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
- " vec3 bitangent = cross( viewNormal, tangent );",
- " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
- " float occlusion = 0.0;",
- " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
- " vec3 sampleVector = kernelMatrix * kernel[ i ];", // reorient sample vector in view space
- " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );", // calculate sample point
- " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );", // project point and calculate NDC
- " samplePointNDC /= samplePointNDC.w;",
- " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;", // compute uv coordinates
- " float realDepth = getLinearDepth( samplePointUv );", // get linear depth from depth texture
- " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );", // compute linear depth of the sample view Z value
- " float delta = sampleDepth - realDepth;",
- " if ( delta > minDistance && delta < maxDistance ) {", // if fragment is before sample point, increase occlusion
- " occlusion += 1.0;",
- " }",
- " }",
- " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
- " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
- "}"
- ].join( "\n" )
- };
- THREE.SSAODepthShader = {
- defines: {
- "PERSPECTIVE_CAMERA": 1
- },
- uniforms: {
- "tDepth": { value: null },
- "cameraNear": { value: null },
- "cameraFar": { value: null },
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D tDepth;",
- "uniform float cameraNear;",
- "uniform float cameraFar;",
- "varying vec2 vUv;",
- "#include <packing>",
- "float getLinearDepth( const in vec2 screenPosition ) {",
- " #if PERSPECTIVE_CAMERA == 1",
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
- " #else",
- " return texture2D( depthSampler, coord ).x;",
- " #endif",
- "}",
- "void main() {",
- " float depth = getLinearDepth( vUv );",
- " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
- "}"
- ].join( "\n" )
- };
- THREE.SSAOBlurShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "resolution": { value: new THREE.Vector2() }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D tDiffuse;",
- "uniform vec2 resolution;",
- "varying vec2 vUv;",
- "void main() {",
- " vec2 texelSize = ( 1.0 / resolution );",
- " float result = 0.0;",
- " for ( int i = - 2; i <= 2; i ++ ) {",
- " for ( int j = - 2; j <= 2; j ++ ) {",
- " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
- " result += texture2D( tDiffuse, vUv + offset ).r;",
- " }",
- " }",
- " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
- "}"
- ].join( "\n" )
- };
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