Files
Nuake/Data/Shaders/Vulkan/ssao.frag
2025-04-26 19:23:28 -04:00

143 lines
4.2 KiB
GLSL

#include "Utils/header.hlsl"
[[vk::binding(0, 7)]]
StructuredBuffer<float3> ssaoKernels;
struct PSInput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct SSAOConstant
{
int noiseTextureID;
int normalTextureID;
int depthTextureID;
int camViewID;
float radius;
float bias;
float2 noiseScale;
float power;
};
[[vk::push_constant]]
SSAOConstant pushConstants;
float3 ViewPosFromDepth(float depth, float2 uv, float4x4 invProj)
{
float z = depth;
float4 clipSpacePosition = float4(uv.x * 2.0 - 1.0, (uv.y * 2.0 - 1.0), z, 1.0f);
float4 viewSpacePosition = mul(invProj, clipSpacePosition);
viewSpacePosition /= viewSpacePosition.w;
return viewSpacePosition.xyz;
}
float3 WorldPosFromDepth(float depth, float2 uv, CameraView camera)
{
float z = depth;
float4 clipSpacePosition = float4(uv.x * 2.0 - 1.0, (uv.y * 2.0 - 1.0), z, 1.0f);
float4 viewSpacePosition = mul(camera.InverseProjection, clipSpacePosition);
viewSpacePosition /= viewSpacePosition.w;
float4 worldSpacePosition = mul(camera.InverseView, viewSpacePosition);
worldSpacePosition /= worldSpacePosition.w;
return worldSpacePosition.xyz;
}
float3 SampleTexture(int textureId, float2 uv)
{
return textures[textureId].Sample(mySampler[0], uv).rgb;
}
float SampleDepth(float2 uv)
{
return textures[pushConstants.depthTextureID].Sample(mySampler[0], uv).r;
}
float3x3 Inverse3x3(float3x3 m)
{
float3 r0 = cross(m[1], m[2]);
float3 r1 = cross(m[2], m[0]);
float3 r2 = cross(m[0], m[1]);
float det = dot(r2, m[2]);
float invDet = 1.0 / det;
return float3x3(
r0 * invDet,
r1 * invDet,
r2 * invDet
);
}
PSOutput main(PSInput input)
{
CameraView camera = cameras[pushConstants.camViewID];
float depth = SampleDepth(input.UV);
// Discard the sky
if(depth < 0.00001)
{
discard;
}
// Calculate TBN
float3x3 normalMatrix = (float3x3)camera.View;
//normalMatrix[0] *= -1.0; // Flip the Z basis vector
float3 normal = SampleTexture(pushConstants.normalTextureID, input.UV).xyz * 2.0 - 1.0;
normal = mul(normalMatrix, normal);
float2 randomVecSample = SampleTexture(pushConstants.noiseTextureID, input.UV * pushConstants.noiseScale).xy * 2.0 - 1.0;
float3 randomVec = float3(randomVecSample.x, -randomVecSample.y, 0);
//randomVec = float3(0, 1, 0);
float3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
float3 bitangent = cross(normal, tangent);
float3x3 TBN = float3x3(tangent, bitangent, normal);
float3 fragPos = ViewPosFromDepth(depth, input.UV, camera.InverseProjection);
// Fix from: https://github.com/JoeyDeVries/LearnOpenGL/issues/364
float4 fragWorldPos = mul(camera.InverseView, float4(fragPos, 1.0));
fragWorldPos.xyz /= fragWorldPos.w;
PSOutput output;
float occlusion = 0.0f;
for(int i = 0; i < 64; i++)
{
float3 samplePos = mul(ssaoKernels[i], TBN);
samplePos = fragPos + samplePos * pushConstants.radius;
//samplePos = fragWorldPos + samplePos * pushConstants.radius;
//return output;
// Fix from: https://github.com/JoeyDeVries/LearnOpenGL/issues/364
float4 worldSamplePos = mul(camera.View, float4(samplePos, 1.0));
worldSamplePos.xyz /= worldSamplePos.w;
//samplePos = worldSamplePos.xyz;
float4 offset = float4(samplePos, 1.0f);
offset = mul(camera.Projection, offset);
offset.xyz /= offset.w;
offset.xyz = offset.xyz * 0.5 + 0.5;
offset.x = clamp(offset.x, 0.00001, 0.999);
offset.y = clamp(offset.y, 0.00001, 0.999);
float sampleDepth = ViewPosFromDepth(SampleDepth(offset.xy), offset.xy, camera.InverseProjection).z;
float rangeCheck = smoothstep(0.0, 1.0, pushConstants.radius / abs(sampleDepth - fragPos.z));
occlusion += (sampleDepth - pushConstants.bias >= samplePos.z ? 1.0 : 0.0) * rangeCheck;
}
occlusion = 1.0 - (occlusion / 64.0);
occlusion = pow(occlusion, pushConstants.power);
output.oColor0 = float4(occlusion, occlusion, occlusion, 1.0f);
return output;
}