three-stdlib
Version:
stand-alone library of threejs examples
184 lines (183 loc) • 6.71 kB
JavaScript
import { Vector2, Matrix4 } from "three";
const SSAOShader = {
defines: {
PERSPECTIVE_CAMERA: 1,
KERNEL_SIZE: 32
},
uniforms: {
tDiffuse: { value: null },
tNormal: { value: null },
tDepth: { value: null },
tNoise: { value: null },
kernel: { value: null },
cameraNear: { value: null },
cameraFar: { value: null },
resolution: { value: new Vector2() },
cameraProjectionMatrix: { value: new Matrix4() },
cameraInverseProjectionMatrix: { value: new Matrix4() },
kernelRadius: { value: 8 },
minDistance: { value: 5e-3 },
maxDistance: { value: 0.05 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform sampler2D tNormal;",
"uniform sampler2D tDepth;",
"uniform sampler2D tNoise;",
"uniform vec3 kernel[ KERNEL_SIZE ];",
"uniform vec2 resolution;",
"uniform float cameraNear;",
"uniform float cameraFar;",
"uniform mat4 cameraProjectionMatrix;",
"uniform mat4 cameraInverseProjectionMatrix;",
"uniform float kernelRadius;",
"uniform float minDistance;",
// avoid artifacts caused by neighbour fragments with minimal depth difference
"uniform float maxDistance;",
// avoid the influence of fragments which are too far away
"varying vec2 vUv;",
"#include <packing>",
"float getDepth( const in vec2 screenPosition ) {",
" return texture2D( tDepth, screenPosition ).x;",
"}",
"float getLinearDepth( const in vec2 screenPosition ) {",
" #if PERSPECTIVE_CAMERA == 1",
" float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
" float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
" return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
" #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 vec2 screenPosition ) {",
" return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
"}",
"void main() {",
" float depth = getDepth( vUv );",
" float viewZ = getViewZ( depth );",
" vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
" vec3 viewNormal = getViewNormal( vUv );",
" vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
" vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
// compute matrix used to reorient a kernel vector
" vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
" vec3 bitangent = cross( viewNormal, tangent );",
" mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
" float occlusion = 0.0;",
" for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
" vec3 sampleVector = kernelMatrix * kernel[ i ];",
// reorient sample vector in view space
" vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );",
// calculate sample point
" vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );",
// project point and calculate NDC
" samplePointNDC /= samplePointNDC.w;",
" vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;",
// compute uv coordinates
" float realDepth = getLinearDepth( samplePointUv );",
// get linear depth from depth texture
" float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );",
// compute linear depth of the sample view Z value
" float delta = sampleDepth - realDepth;",
" if ( delta > minDistance && delta < maxDistance ) {",
// if fragment is before sample point, increase occlusion
" occlusion += 1.0;",
" }",
" }",
" occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
" gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
"}"
].join("\n")
};
const SSAODepthShader = {
defines: {
PERSPECTIVE_CAMERA: 1
},
uniforms: {
tDepth: { value: null },
cameraNear: { value: null },
cameraFar: { value: null }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDepth;",
"uniform float cameraNear;",
"uniform float cameraFar;",
"varying vec2 vUv;",
"#include <packing>",
"float getLinearDepth( const in vec2 screenPosition ) {",
" #if PERSPECTIVE_CAMERA == 1",
" float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
" float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
" return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
" #else",
" return texture2D( tDepth, screenPosition ).x;",
" #endif",
"}",
"void main() {",
" float depth = getLinearDepth( vUv );",
" gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
"}"
].join("\n")
};
const SSAOBlurShader = {
uniforms: {
tDiffuse: { value: null },
resolution: { value: new Vector2() }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform vec2 resolution;",
"varying vec2 vUv;",
"void main() {",
" vec2 texelSize = ( 1.0 / resolution );",
" float result = 0.0;",
" for ( int i = - 2; i <= 2; i ++ ) {",
" for ( int j = - 2; j <= 2; j ++ ) {",
" vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
" result += texture2D( tDiffuse, vUv + offset ).r;",
" }",
" }",
" gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
"}"
].join("\n")
};
export {
SSAOBlurShader,
SSAODepthShader,
SSAOShader
};
//# sourceMappingURL=SSAOShader.js.map