SHADE_Y3/Assets/Shaders/SSAO_CS.glsl

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#version 450
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const uint NUM_SAMPLES = 64;
const uint NUM_ROTATIONS = 16;
const int ROTATION_KERNEL_W = 4;
const int ROTATION_KERNEL_H = 4;
// can perhaps pass in as push constant.
const float RADIUS = 0.5f;
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const float BIAS = 0.025f;
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
layout(set = 4, binding = 2, rgba32f) uniform image2D outputImage;
// SSAO data
layout(std430, set = 5, binding = 0) buffer SSAOData
{
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vec4 samples[NUM_SAMPLES];
} ssaoData;
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layout (set = 5, binding = 1) uniform sampler2D noiseTexture;
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layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
void main()
{
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ivec2 size = imageSize (outputImage);
ivec2 globalThread = ivec2 (gl_GlobalInvocationID.xy);
// load all the necessary variables
vec3 viewSpacePos = imageLoad (positions, globalThread).rgb;
vec3 viewSpaceNormal = normalize (imageLoad (normals, globalThread).rgb);
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//viewSpaceNormal = -viewSpaceNormal;
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vec2 noiseDim = vec2 (textureSize(noiseTexture, 0));
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vec2 threadUV = (vec2(globalThread) + vec2 (0.5f)) / vec2(size);
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vec2 noiseUVMult = vec2 ((vec2(size) / noiseDim);
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noiseUVMult *= threadUV;
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vec3 randomVec = texture(noiseTexture, noiseUVMult).rgb;
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// Gram schmidt
vec3 tangent = normalize (randomVec - (viewSpaceNormal * dot(viewSpaceNormal, randomVec)));
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vec3 bitangent = normalize (cross (tangent, viewSpaceNormal));
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// matrix for tangent to view
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mat3 TBN = mat3(tangent, bitangent, viewSpaceNormal);
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float occlusion = 0.0f;
for (int i = 0; i < NUM_SAMPLES; ++i)
{
// We want to get a position at an offset from the view space position. Offset scaled by radius.
vec3 samplePos = TBN * ssaoData.samples[i].rgb;
samplePos = viewSpacePos + samplePos * RADIUS;
// Now we take that offset position and bring it to clip space
vec4 offsetPos = vec4 (samplePos, 1.0f);
offsetPos = cameraData.projMat * offsetPos;
// then we do perspective division
offsetPos.xyz /= offsetPos.w;
// and bring it from [-1, 1] to screen coordinates
offsetPos.xyz = ((offsetPos.xyz * 0.5f) + 0.5f);
offsetPos.xy *= vec2(size.xy);
float sampleDepth = imageLoad (positions, ivec2 (offsetPos.xy)).z;
float rangeCheck = smoothstep (0.0f, 1.0f, RADIUS / abs (viewSpacePos.z - sampleDepth));
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occlusion += (sampleDepth <= samplePos.z + BIAS ? 1.0f : 0.0f) * rangeCheck;
//occlusion += (sampleDepth <= samplePos.z + BIAS ? 1.0f : 0.0f);
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}
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occlusion = 1.0f - (occlusion / float(NUM_SAMPLES));
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// store result into result image
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imageStore(outputImage, globalThread, vec4(occlusion.rrr, 1.0f));
}