#shader vertex #version 460 core layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec2 UVPosition; out flat vec2 UV; out mat4 v_InvView; out mat4 v_InvProjection; out mat4 v_View; out mat4 v_Projection; uniform mat4 u_View; uniform mat4 u_Projection; void main() { v_View = u_View; v_Projection = u_Projection; v_InvView = inverse(u_View); v_InvProjection = inverse(u_Projection); UV = UVPosition; gl_Position = vec4(VertexPosition, 1.0f); } #shader fragment #version 460 core uniform sampler2D u_Depth; uniform sampler2D u_Normal; uniform sampler2D u_Noise; uniform int u_KernelSize = 64; uniform vec3 u_Samples[64]; uniform mat4 u_Projection; uniform vec2 u_NoiseScale; uniform float u_Radius = 0.5f; uniform float u_Bias = 0.025f; uniform float u_Falloff = 0.0022; uniform float u_Area = 0.0075; uniform float u_Strength = 2.0f; in vec2 UV; in mat4 v_View; in mat4 v_InvView; in mat4 v_InvProjection; in mat4 v_Projection; out vec4 FragColor; float linearize_depth(float d, float zNear, float zFar) { return zNear * zFar / (zFar + d * (zNear - zFar)); } vec3 WorldPosFromDepth(float depth) { float z = depth * 2.0 - 1.0; vec4 clipSpacePosition = vec4(UV * 2.0 - 1.0, z, 1.0); vec4 viewSpacePosition = v_InvProjection * clipSpacePosition; // Perspective division viewSpacePosition /= viewSpacePosition.w; vec4 worldSpacePosition = v_InvView * viewSpacePosition; return worldSpacePosition.xyz; } vec3 ViewPosFromDepth(float depth) { float z = depth * 2.0 - 1.0; vec4 clipSpacePosition = vec4(UV * 2.0 - 1.0, z, 1.0); vec4 viewSpacePosition = v_InvProjection * clipSpacePosition; viewSpacePosition.xyz /= viewSpacePosition.w; return viewSpacePosition.xyz; } vec3 normal_from_depth(float depth, vec2 texcoords) { const vec2 offset1 = vec2(0.0,0.0002); const vec2 offset2 = vec2(0.0002,0.0); float depth1 = texture(u_Depth, UV + offset1).r; float depth2 = texture(u_Depth, UV + offset2).r; vec3 p1 = vec3(offset1, depth1 - depth); vec3 p2 = vec3(offset2, depth2 - depth); vec3 normal = cross(p1, p2); normal.z = -normal.z; return normalize(normal); } void main() { float depth = texture(u_Depth, UV).r; if (depth > 0.9999999f) { FragColor = vec4(0, 0, 0, 0); return; } const float SCALING_NEAR = 0.92; float depthScaler = (depth - SCALING_NEAR) / (1.0 - SCALING_NEAR); const float minRadius = 0.05f; const float maxRadius = 1.2f; const float scalerPow = 1.8f; depthScaler = min(max(pow(depthScaler, scalerPow), minRadius), maxRadius); float scaledRadius = u_Radius * depthScaler; vec3 fragPos = ViewPosFromDepth(depth); vec3 normal = texture(u_Normal, UV).xyz * 2.0 - 1.0;//normal_from_depth(depth, UV); normal.z *= -1.0f; // Remove translation from view; mat4 invView = v_InvView; invView[3] = vec4(0, 0, 0, 1); normal = (invView * vec4(normal, 1.0f)).xyz; vec3 randomVec = texture(u_Noise, UV * u_NoiseScale).xyz; vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal)); vec3 bitangent = cross(normal, tangent); mat3 TBN = mat3(tangent, bitangent, normal); float occlusion = 0.0; for (int i = 0; i < 64; i++) { vec3 samplePos = TBN * u_Samples[i]; // generate a random point samplePos.z *= -1.0f; samplePos = fragPos + samplePos * scaledRadius; vec4 offset = vec4(samplePos, 1.0); // make it a 4-vector offset = v_Projection * offset; // project on the near clipping plane offset.xyz /= offset.w; // perform perspective divide offset.xyz = offset.xyz * 0.5 + 0.5; // transform to (0,1) range float sampleDepth = texture(u_Depth, offset.xy).r; float rangeCheck = smoothstep(0.0, 1.0, scaledRadius / abs((samplePos.z) - sampleDepth)); occlusion += (sampleDepth <= depth - u_Bias / 100.0 ? 1.0 : 0.0) * rangeCheck; } float ao = 1.0 - (occlusion / 64.0); float finalAO = pow(ao, u_Strength * 100.0); FragColor = vec4(finalAO, finalAO, finalAO, 1.0); }