SSAO WIP
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@ -55,7 +55,7 @@ void main()
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vec3 positionView = imageLoad (positions, globalThread).rgb;
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vec3 positionView = imageLoad (positions, globalThread).rgb;
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// normal of fragment
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// normal of fragment
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vec3 normalView = imageLoad(normals, globalThread).rgb;
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vec3 normalView = -imageLoad(normals, globalThread).rgb;
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vec3 fragColor = vec3 (0.0f);
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vec3 fragColor = vec3 (0.0f);
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@ -79,6 +79,7 @@ void main()
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}
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}
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// store result into result image
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// store result into result image
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//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(normalView, 1.0f));
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//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
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//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(imageLoad(ssaoImage, globalThread).rgb, 1.0f));
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(imageLoad(ssaoImage, globalThread).rgb, 1.0f));
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@ -7,7 +7,7 @@ const int ROTATION_KERNEL_H = 4;
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// can perhaps pass in as push constant.
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// can perhaps pass in as push constant.
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const float RADIUS = 0.5f;
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const float RADIUS = 0.5f;
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const float BIAS = 0.025f;
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const float BIAS = 0.005f;
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
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layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
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@ -43,19 +43,20 @@ void main()
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// load all the necessary variables
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// load all the necessary variables
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vec3 viewSpacePos = imageLoad (positions, globalThread).rgb;
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vec3 viewSpacePos = imageLoad (positions, globalThread).rgb;
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vec3 viewSpaceNormal = normalize (imageLoad (normals, globalThread).rgb);
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vec3 viewSpaceNormal = normalize (imageLoad (normals, globalThread).rgb);
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viewSpaceNormal = -viewSpaceNormal;
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ivec2 noiseDim = textureSize(noiseTexture, 0);
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ivec2 noiseDim = textureSize(noiseTexture, 0);
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vec2 threadUV = globalThread / size;
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vec2 threadUV = (vec2(globalThread) + vec2 (0.5f)) / vec2(size);
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vec2 noiseUV = vec2 (float(size.x)/float(noiseDim.x), float(size.y) / float(noiseDim.y));
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vec2 noiseUVMult = vec2 (float(size.x)/float(noiseDim.x), float(size.y) / float(noiseDim.y));
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noiseUV *= threadUV;
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noiseUVMult *= threadUV;
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vec3 randomVec = texture(noiseTexture, noiseUV).rgb * 2.0f - 1.0f;
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vec3 randomVec = texture(noiseTexture, noiseUVMult).rgb * 2.0f - 1.0f;
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// Gram schmidt
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// Gram schmidt
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vec3 tangent = normalize (randomVec - (viewSpaceNormal * dot(viewSpaceNormal, randomVec)));
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vec3 tangent = normalize (randomVec - (viewSpaceNormal * dot(viewSpaceNormal, randomVec)));
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vec3 bitangent = cross (tangent, viewSpaceNormal);
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vec3 bitangent = cross (viewSpaceNormal, tangent);
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// matrix for tangent to view
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// matrix for tangent to view
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mat3 TBN = mat3 (tangent, bitangent, viewSpaceNormal);
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mat3 TBN = mat3(tangent, bitangent, viewSpaceNormal);
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float occlusion = 0.0f;
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float occlusion = 0.0f;
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for (int i = 0; i < NUM_SAMPLES; ++i)
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for (int i = 0; i < NUM_SAMPLES; ++i)
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@ -74,6 +75,7 @@ void main()
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// and bring it from [-1, 1] to screen coordinates
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// and bring it from [-1, 1] to screen coordinates
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offsetPos.xyz = ((offsetPos.xyz * 0.5f) + 0.5f);
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offsetPos.xyz = ((offsetPos.xyz * 0.5f) + 0.5f);
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offsetPos.xy *= vec2(size.xy);
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offsetPos.xy *= vec2(size.xy);
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//offsetPos.y = size.y - offsetPos.y;
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float sampleDepth = imageLoad (positions, ivec2 (offsetPos.xy)).z;
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float sampleDepth = imageLoad (positions, ivec2 (offsetPos.xy)).z;
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