peytonplayz585-shadow-3.0/desktopRuntime/resources/assets/eagler/glsl/deferred/ssao_generate.fsh

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2023-08-26 14:31:51 -07:00
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/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_position2f;
layout(location = 0) out float output1f;
uniform sampler2D u_gbufferDepthTexture;
uniform sampler2D u_gbufferNormalTexture;
uniform sampler2D u_noiseConstantTexture;
uniform mat4 u_projectionMatrix4f;
uniform mat4 u_inverseProjectionMatrix4f;
uniform mat2 u_randomizerDataMatrix2f;
const vec3 ssaoKernel[8] = vec3[](
vec3(0.599,0.721,0.350),vec3(0.114,0.791,0.601),
vec3(0.067,0.995,0.069),vec3(0.511,-0.510,0.692),
vec3(0.626,-0.667,0.404),vec3(0.896,-0.169,0.411),
vec3(0.716,-0.439,0.543),vec3(-0.400,0.733,0.550));
#define radius 1.5
#define SAMPLE_SSAO(idx, pos, matTBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)\
tmpVec4_1.xyz = pos + (matTBN * ssaoKernel[idx]) * radius;\
tmpVec4_1.w = 1.0;\
tmpVec4_2 = u_projectionMatrix4f * tmpVec4_1;\
tmpVec4_2.xyz /= tmpVec4_2.w;\
tmpVec4_2.xyz = clamp(tmpVec4_2.xyz, -0.99, 0.99);\
tmpVec4_2.zw = matProjInv2f * vec4(tmpVec4_2.xy, textureLod(u_gbufferDepthTexture, tmpVec4_2.xy * 0.5 + 0.5, 0.0).r * 2.0 - 1.0, 1.0);\
tmpVec4_2.z /= tmpVec4_2.w;\
tmpVec4_2.x = smoothstep(0.0, 1.0, radius * 0.5 / abs(pos.z - tmpVec4_2.z));\
divisor += tmpVec4_2.x > 0.0 ? 1.0 : 0.0;\
occlusion += (tmpVec4_2.z >= tmpVec4_1.z ? 1.0 : 0.0) * tmpVec4_2.x;
void main() {
vec3 originalClipSpacePos = vec3(v_position2f, textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r);
if(originalClipSpacePos.z <= 0.0000001) {
output1f = 1.0;
return;
}
originalClipSpacePos *= 2.0;
originalClipSpacePos -= 1.0;
vec3 normal3f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0).rgb;
normal3f *= 2.0;
normal3f -= 1.0;
vec4 originalViewSpacePos = u_inverseProjectionMatrix4f * vec4(originalClipSpacePos, 1.0);
originalViewSpacePos.xyz /= originalViewSpacePos.w;
originalViewSpacePos.w = 1.0;
vec4 noiseVec = textureLod(u_noiseConstantTexture, u_randomizerDataMatrix2f * (v_position2f + originalViewSpacePos.xy + normal3f.xz), 0.0);
noiseVec.xyz *= 2.0;
noiseVec.xyz -= 1.0;
vec3 tangent = normalize(noiseVec.xyz - normal3f * dot(noiseVec.xyz, normal3f));
vec3 bitangent = cross(normal3f, tangent);
mat3 TBN = mat3(tangent, bitangent, normal3f) * noiseVec.w;
float divisor = 0.0;
float occlusion = 0.0;
vec4 tmpVec4_1;
vec4 tmpVec4_2;
mat4x2 matProjInv2f = mat4x2(u_inverseProjectionMatrix4f[0].zw, u_inverseProjectionMatrix4f[1].zw, u_inverseProjectionMatrix4f[2].zw, u_inverseProjectionMatrix4f[3].zw);
SAMPLE_SSAO(0, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
SAMPLE_SSAO(1, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
SAMPLE_SSAO(2, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
SAMPLE_SSAO(3, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
SAMPLE_SSAO(4, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
SAMPLE_SSAO(5, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
SAMPLE_SSAO(6, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
SAMPLE_SSAO(7, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)
output1f = max(1.0 - (occlusion / max(divisor, 0.001)), 0.0);
}