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							- import {
 
- 	Matrix4,
 
- 	Vector2
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * TODO
 
-  */
 
- const SAOShader = {
 
- 	defines: {
 
- 		'NUM_SAMPLES': 7,
 
- 		'NUM_RINGS': 4,
 
- 		'NORMAL_TEXTURE': 0,
 
- 		'DIFFUSE_TEXTURE': 0,
 
- 		'DEPTH_PACKING': 1,
 
- 		'PERSPECTIVE_CAMERA': 1
 
- 	},
 
- 	uniforms: {
 
- 		'tDepth': { value: null },
 
- 		'tDiffuse': { value: null },
 
- 		'tNormal': { value: null },
 
- 		'size': { value: new Vector2( 512, 512 ) },
 
- 		'cameraNear': { value: 1 },
 
- 		'cameraFar': { value: 100 },
 
- 		'cameraProjectionMatrix': { value: new Matrix4() },
 
- 		'cameraInverseProjectionMatrix': { value: new Matrix4() },
 
- 		'scale': { value: 1.0 },
 
- 		'intensity': { value: 0.1 },
 
- 		'bias': { value: 0.5 },
 
- 		'minResolution': { value: 0.0 },
 
- 		'kernelRadius': { value: 100.0 },
 
- 		'randomSeed': { value: 0.0 }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		#include <common>
 
- 		varying vec2 vUv;
 
- 		#if DIFFUSE_TEXTURE == 1
 
- 		uniform sampler2D tDiffuse;
 
- 		#endif
 
- 		uniform sampler2D tDepth;
 
- 		#if NORMAL_TEXTURE == 1
 
- 		uniform sampler2D tNormal;
 
- 		#endif
 
- 		uniform float cameraNear;
 
- 		uniform float cameraFar;
 
- 		uniform mat4 cameraProjectionMatrix;
 
- 		uniform mat4 cameraInverseProjectionMatrix;
 
- 		uniform float scale;
 
- 		uniform float intensity;
 
- 		uniform float bias;
 
- 		uniform float kernelRadius;
 
- 		uniform float minResolution;
 
- 		uniform vec2 size;
 
- 		uniform float randomSeed;
 
- 		// RGBA depth
 
- 		#include <packing>
 
- 		vec4 getDefaultColor( const in vec2 screenPosition ) {
 
- 			#if DIFFUSE_TEXTURE == 1
 
- 			return texture2D( tDiffuse, vUv );
 
- 			#else
 
- 			return vec4( 1.0 );
 
- 			#endif
 
- 		}
 
- 		float getDepth( const in vec2 screenPosition ) {
 
- 			#if DEPTH_PACKING == 1
 
- 			return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
 
- 			#else
 
- 			return texture2D( tDepth, screenPosition ).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 vec3 viewPosition, const in vec2 screenPosition ) {
 
- 			#if NORMAL_TEXTURE == 1
 
- 			return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
 
- 			#else
 
- 			return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
 
- 			#endif
 
- 		}
 
- 		float scaleDividedByCameraFar;
 
- 		float minResolutionMultipliedByCameraFar;
 
- 		float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
 
- 			vec3 viewDelta = sampleViewPosition - centerViewPosition;
 
- 			float viewDistance = length( viewDelta );
 
- 			float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
 
- 			return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
 
- 		}
 
- 		// moving costly divides into consts
 
- 		const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
 
- 		const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
 
- 		float getAmbientOcclusion( const in vec3 centerViewPosition ) {
 
- 			// precompute some variables require in getOcclusion.
 
- 			scaleDividedByCameraFar = scale / cameraFar;
 
- 			minResolutionMultipliedByCameraFar = minResolution * cameraFar;
 
- 			vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
 
- 			// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
 
- 			float angle = rand( vUv + randomSeed ) * PI2;
 
- 			vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
 
- 			vec2 radiusStep = radius;
 
- 			float occlusionSum = 0.0;
 
- 			float weightSum = 0.0;
 
- 			for( int i = 0; i < NUM_SAMPLES; i ++ ) {
 
- 				vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
 
- 				radius += radiusStep;
 
- 				angle += ANGLE_STEP;
 
- 				float sampleDepth = getDepth( sampleUv );
 
- 				if( sampleDepth >= ( 1.0 - EPSILON ) ) {
 
- 					continue;
 
- 				}
 
- 				float sampleViewZ = getViewZ( sampleDepth );
 
- 				vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
 
- 				occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
 
- 				weightSum += 1.0;
 
- 			}
 
- 			if( weightSum == 0.0 ) discard;
 
- 			return occlusionSum * ( intensity / weightSum );
 
- 		}
 
- 		void main() {
 
- 			float centerDepth = getDepth( vUv );
 
- 			if( centerDepth >= ( 1.0 - EPSILON ) ) {
 
- 				discard;
 
- 			}
 
- 			float centerViewZ = getViewZ( centerDepth );
 
- 			vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
 
- 			float ambientOcclusion = getAmbientOcclusion( viewPosition );
 
- 			gl_FragColor = getDefaultColor( vUv );
 
- 			gl_FragColor.xyz *=  1.0 - ambientOcclusion;
 
- 		}`
 
- };
 
- export { SAOShader };
 
 
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