mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
136 lines
3.4 KiB
GLSL
136 lines
3.4 KiB
GLSL
#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;
|
|
|
|
uniform mat4 u_View;
|
|
uniform mat4 u_Projection;
|
|
|
|
void main()
|
|
{
|
|
v_View = u_View;
|
|
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;
|
|
|
|
out vec4 FragColor;
|
|
|
|
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 ;
|
|
vec3 fragPos = ViewPosFromDepth(depth);
|
|
float normalizedRadius = u_Radius;
|
|
if(depth > 0.9999999f)
|
|
{
|
|
FragColor = vec4(0, 0, 0, 0);
|
|
return;
|
|
}
|
|
vec3 goodNormal = normal_from_depth(depth, UV);
|
|
vec3 normal = texture(u_Normal, UV).rgb * 2.0 - 1.0;
|
|
vec4 normalT = v_View * vec4(normal, 1.0);
|
|
normalT *= -1.0f;
|
|
normal = normalT.xyz;
|
|
normal = normalize(normal);
|
|
normal = goodNormal;
|
|
vec3 randomVec = texture(u_Noise, UV * u_NoiseScale).xyz;
|
|
float radius_depth = normalizedRadius / depth;
|
|
float occlusion = 0.0;
|
|
vec3 position = vec3(UV, depth);
|
|
|
|
int skipped = 0;
|
|
float rangeCheckC = 0.0f;
|
|
for(int i=0; i < 64; i++)
|
|
{
|
|
vec3 ray = u_Radius * reflect(u_Samples[i], randomVec);
|
|
vec3 hemi_ray = position + sign(dot(ray, normal)) * ray;
|
|
|
|
float sampleDepth = texture(u_Depth, hemi_ray.xy).r;
|
|
float rangeCheck = smoothstep(0.0, 1.0, u_Radius * 0.8 / abs(depth - sampleDepth));
|
|
float ao = hemi_ray.z >= sampleDepth + u_Bias ? 1.0 : 0.0;
|
|
occlusion += ao * rangeCheck;
|
|
rangeCheckC += rangeCheck;
|
|
}
|
|
|
|
float ao = 1.0 - (occlusion / 64.0);
|
|
rangeCheckC /= 64.0;
|
|
|
|
float finalAO = pow(ao, u_Strength);
|
|
FragColor = vec4(finalAO, finalAO, finalAO, 1.0);
|
|
//FragColor = vec4(rangeCheckC, rangeCheckC, rangeCheckC, 1.0);
|
|
|
|
//FragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
} |