#version 450 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; 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 { vec4 samples[NUM_SAMPLES]; } ssaoData; layout (set = 5, binding = 1) uniform sampler2D noiseTexture; layout(set = 2, binding = 0) uniform CameraData { vec4 position; mat4 vpMat; mat4 viewMat; mat4 projMat; } cameraData; void main() { 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); ivec2 noiseDim = textureSize(noiseTexture, 0); vec2 threadUV = globalThread / size; vec2 noiseUV = vec2 (float(size.x)/float(noiseDim.x), float(size.y) / float(noiseDim.y)); noiseUV *= threadUV; vec3 randomVec = texture(noiseTexture, noiseUV).rgb * 2.0f - 1.0f; // Gram schmidt vec3 tangent = normalize (randomVec - (viewSpaceNormal * dot(viewSpaceNormal, randomVec))); vec3 bitangent = cross (tangent, viewSpaceNormal); // matrix for tangent to view mat3 TBN = mat3 (tangent, bitangent, viewSpaceNormal); 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)); occlusion += (sampleDepth >= samplePos.z + BIAS ? 1.0f : 0.0f) * rangeCheck; } occlusion = 1.0f - (occlusion / float(NUM_SAMPLES)); // store result into result image imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), vec4(occlusion.rrr, 0.0f)); }