Files
Nuake/Data/Shaders/Vulkan/ssao.frag
2025-04-13 12:26:08 -04:00

220 lines
5.5 KiB
GLSL

// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
[[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, uv).rgb;
}
float SampleDepth(float2 uv)
{
return textures[pushConstants.depthTextureID].Sample(mySampler, 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;
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;
}