mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
ce50b0e46b
Works for most shaders, except SSAO.
123 lines
3.4 KiB
GLSL
123 lines
3.4 KiB
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D DepthTexture;
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#if defined(MULTISAMPLE)
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layout(binding=1) uniform sampler2DMS NormalTexture;
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#else
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layout(binding=1) uniform sampler2D NormalTexture;
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#endif
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#if defined(USE_RANDOM_TEXTURE)
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layout(binding=2) uniform sampler2D RandomTexture;
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#endif
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#define PI 3.14159265358979323846
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// Calculate eye space position for the specified texture coordinate
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vec3 FetchViewPos(vec2 uv)
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{
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float z = texture(DepthTexture, uv).x;
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return vec3((UVToViewA * uv + UVToViewB) * z, z);
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}
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#if defined(MULTISAMPLE)
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vec3 SampleNormal(vec2 uv)
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{
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ivec2 texSize = textureSize(NormalTexture);
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ivec2 ipos = ivec2(uv * vec2(texSize));
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return texelFetch(NormalTexture, ipos, SampleIndex).xyz * 2.0 - 1.0;
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}
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#else
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vec3 SampleNormal(vec2 uv)
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{
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ivec2 texSize = textureSize(NormalTexture, 0);
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ivec2 ipos = ivec2(uv * vec2(texSize));
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return texelFetch(NormalTexture, ipos, 0).xyz * 2.0 - 1.0;
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}
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#endif
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// Look up the eye space normal for the specified texture coordinate
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vec3 FetchNormal(vec2 uv)
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{
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vec3 normal = SampleNormal(Offset + uv * Scale);
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if (length(normal) > 0.1)
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{
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normal = normalize(normal);
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normal.z = -normal.z;
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return normal;
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}
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else
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{
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return vec3(0.0);
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}
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}
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// Compute normalized 2D direction
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vec2 RotateDirection(vec2 dir, vec2 cossin)
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{
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return vec2(dir.x * cossin.x - dir.y * cossin.y, dir.x * cossin.y + dir.y * cossin.x);
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}
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vec4 GetJitter()
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{
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#if !defined(USE_RANDOM_TEXTURE)
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return vec4(1,0,1,1);
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//vec3 rand = noise3(TexCoord.x + TexCoord.y);
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//float angle = 2.0 * PI * rand.x / NUM_DIRECTIONS;
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//return vec4(cos(angle), sin(angle), rand.y, rand.z);
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#else
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return texture(RandomTexture, gl_FragCoord.xy / RANDOM_TEXTURE_WIDTH);
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#endif
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}
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// Calculates the ambient occlusion of a sample
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float ComputeSampleAO(vec3 kernelPos, vec3 normal, vec3 samplePos)
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{
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vec3 v = samplePos - kernelPos;
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float distanceSquare = dot(v, v);
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float nDotV = dot(normal, v) * inversesqrt(distanceSquare);
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return clamp(nDotV - NDotVBias, 0.0, 1.0) * clamp(distanceSquare * NegInvR2 + 1.0, 0.0, 1.0);
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}
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// Calculates the total ambient occlusion for the entire fragment
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float ComputeAO(vec3 viewPosition, vec3 viewNormal)
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{
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vec4 rand = GetJitter();
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float radiusPixels = RadiusToScreen / viewPosition.z;
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float stepSizePixels = radiusPixels / (NUM_STEPS + 1.0);
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const float directionAngleStep = 2.0 * PI / NUM_DIRECTIONS;
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float ao = 0.0;
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for (float directionIndex = 0.0; directionIndex < NUM_DIRECTIONS; ++directionIndex)
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{
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float angle = directionAngleStep * directionIndex;
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vec2 direction = RotateDirection(vec2(cos(angle), sin(angle)), rand.xy);
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float rayPixels = (rand.z * stepSizePixels + 1.0);
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for (float StepIndex = 0.0; StepIndex < NUM_STEPS; ++StepIndex)
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{
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vec2 sampleUV = round(rayPixels * direction) * InvFullResolution + TexCoord;
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vec3 samplePos = FetchViewPos(sampleUV);
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ao += ComputeSampleAO(viewPosition, viewNormal, samplePos);
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rayPixels += stepSizePixels;
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}
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}
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ao *= AOMultiplier / (NUM_DIRECTIONS * NUM_STEPS);
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return clamp(1.0 - ao * 2.0, 0.0, 1.0);
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}
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void main()
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{
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vec3 viewPosition = FetchViewPos(TexCoord);
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vec3 viewNormal = FetchNormal(TexCoord);
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float occlusion = viewNormal != vec3(0.0) ? ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength) : 1.0;
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FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
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}
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