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@luma.gl/effects

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Rendering and post-processing effects library for luma.gl

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/** * Screen-space ambient occlusion shader * * Ported to luma.gl from THREE.js * * Attributions: (per comments in original THREE.js files) * - ported to THREE.js from SSAO GLSL shader v1.2 by alteredq / http://alteredqualia.com/ * assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com) * - original technique by ArKano22 http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/ * - modifications * - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass) * - refactoring and optimizations */ /* eslint-disable camelcase */ import depth from './depth'; const DEFAULT_PROPS = { ssao_uEnabled: true, tDiffuse: null, tDepth: null, size: [512, 512], cameraNear: 1, cameraFar: 100, radius: 32, // 4 onlyAO: false, aoClamp: 0.25, lumInfluence: 0.7 }; const fsSSAO = `\ // Inputs uniform sampler2D tDiffuse; uniform sampler2D tDepth; uniform vec2 size; // texture width, height // TODO - move to 'camera' module? uniform float cameraNear; uniform float cameraFar; // SSAO uniform bool ssao_uEnabled; uniform float radius; // ao radius uniform float aoClamp; // depth clamp - reduces haloing at screen edges uniform float lumInfluence; // how much luminance affects occlusion uniform bool onlyAO; // use only ambient occlusion pass? #define DL 2.399963229728653 // PI * ( 3.0 - sqrt( 5.0 ) ) #define EULER 2.718281828459045 const int samples = 64; // ao sample count const bool useNoise = true; // use noise instead of pattern for sample dithering const float noiseAmount = 0.0004; // dithering amount const float diffArea = 0.4; // self-shadowing reduction const float gDisplace = 0.4; // gauss bell center // Random noise generating: pattern texture for dithering vec2 rand( const vec2 coord ) { vec2 noise; if ( useNoise ) { float nx = dot ( coord, vec2( 12.9898, 78.233 ) ); float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 ); noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 ); } else { float ff = fract( 1.0 - coord.s * ( size.x / 2.0 ) ); float gg = fract( coord.t * ( size.y / 2.0 ) ); noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg; } return ( noise * 2.0 - 1.0 ) * noiseAmount; } // RGBA depth float readDepth( const in vec2 coord ) { float z = depth_getDepth(tDepth, coord); float cameraFarPlusNear = cameraFar + cameraNear; float cameraFarMinusNear = cameraFar - cameraNear; float cameraCoef = 2.0 * cameraNear; return cameraCoef / ( cameraFarPlusNear - z * cameraFarMinusNear ); } float compareDepths( const in float depth1, const in float depth2, inout int far ) { float garea = 8.0; // gauss bell width float diff = ( depth1 - depth2 ) * 100.0; // depth difference (0-100) // reduce left bell width to avoid self-shadowing if ( diff < gDisplace ) { garea = diffArea; } else { far = 1; } float dd = diff - gDisplace; float gauss = pow( EULER, -2.0 * ( dd * dd ) / ( garea * garea ) ); return gauss; } float calcAO( float depth, float dw, float dh, vec2 uv ) { vec2 vv = vec2( dw, dh ); vec2 coord1 = uv + radius * vv; vec2 coord2 = uv - radius * vv; float temp1 = 0.0; float temp2 = 0.0; int far = 0; temp1 = compareDepths( depth, readDepth( coord1 ), far ); // DEPTH EXTRAPOLATION if ( far > 0 ) { temp2 = compareDepths( readDepth( coord2 ), depth, far ); temp1 += ( 1.0 - temp1 ) * temp2; } return temp1; } vec4 ssao_filterColor(vec4 color4, vec2 uv) { vec2 noise = rand( uv ); float depth = readDepth( uv ); float tt = clamp( depth, aoClamp, 1.0 ); float w = ( 1.0 / size.x ) / tt + ( noise.x * ( 1.0 - noise.x ) ); float h = ( 1.0 / size.y ) / tt + ( noise.y * ( 1.0 - noise.y ) ); float ao = 0.0; float dz = 1.0 / float( samples ); float l = 0.0; float z = 1.0 - dz / 2.0; for ( int i = 0; i <= samples; i ++ ) { float r = sqrt( 1.0 - z ); float pw = cos( l ) * r; float ph = sin( l ) * r; ao += calcAO( depth, pw * w, ph * h, uv ); z = z - dz; l = l + DL; } ao /= float( samples ); ao = 1.0 - ao; vec3 color = color4.rgb; vec3 final = color; vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 ); float lum = dot( color.rgb, lumcoeff ); vec3 luminance = vec3( lum ); // mix( color * ao, white, luminance ) final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) ); if ( onlyAO ) { // ambient occlusion only final = vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) ); } return vec4( final, 1.0 ); } vec4 ssao_getColor(vec2 uv) { vec4 color = texture2D( tDiffuse, uv ); return ssao_uEnabled ? ssao_filterColor(color, uv) : color; } `; export default { name: 'ssao', dependencies: [depth], DEFAULT_PROPS, fs: fsSSAO };