mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 22:43:53 +01:00
71 lines
2.3 KiB
GLSL
71 lines
2.3 KiB
GLSL
varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define MAX_SAMPLE 256
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uniform sampler2D vPosition;
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uniform sampler2D vNormal;
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uniform float radius;
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uniform float bias;
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uniform float strength;
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uniform vec3 cameraPosition;
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uniform mat4 projMatrix;
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float seed = 234234.453;
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float rand(vec2 pos) {
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float value = dot(pos, vec2(12.9898, 78.233));
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value = fract(sin(value + seed) * 43758.5453);
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seed++;
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return value;
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}
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float rand(vec3 pos) {
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float value = dot(pos, vec3(12.9898, 78.233, 45.164));
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value = fract(sin(value + seed) * 43758.5453);
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seed++;
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return value;
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}
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void main() {
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vec3 cPosition = texture2D( vPosition, v_vTexcoord ).rgb;
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vec3 cNormal = texture2D( vNormal, v_vTexcoord ).rgb;
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cNormal = normalize(cNormal);
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gl_FragColor = vec4(0.);
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float occluded = 0.;
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float raysTotal = float(MAX_SAMPLE);
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vec3 rvec = vec3(rand(v_vTexcoord), rand(v_vTexcoord), rand(v_vTexcoord)) * 2. - 1.;
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vec3 tangent = normalize(rvec - cNormal * dot(rvec, cNormal));
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vec3 bitangent = cross(cNormal, tangent);
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mat3 tbn = mat3(tangent, bitangent, cNormal); //matrix to align the deviated vector to the normal hemisphere.
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for(int i = 0; i < MAX_SAMPLE; i++ ) {
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vec3 sNormal = tbn * vec3( rand(v_vTexcoord) * 2. - 1., rand(v_vTexcoord) * 2. - 1., rand(v_vTexcoord) ); // genetate random point inside the hemisphere.
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float scale = length(sNormal);
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scale = mix(0.1, 1.0, scale * scale);
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sNormal = normalize(sNormal) * scale;
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vec3 wPosition = cPosition + sNormal * radius; //add random vector to current world position.
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float vecToCamDist = distance(wPosition, cameraPosition);
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vec4 projPos = projMatrix * vec4(wPosition, 1.);
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projPos.xyz /= projPos.w;
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projPos = (projPos + 1.) / 2.; //project new world position to view space.
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vec3 sPosition = texture2D( vPosition, projPos.xy ).xyz; //sample depth at the new point in the view space.
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if(sPosition == vec3(0.)) continue;
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float geoToCamDist = distance(sPosition, cameraPosition);
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if(distance(sPosition, cPosition) < radius)
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if(vecToCamDist - bias > geoToCamDist)
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occluded++;
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}
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gl_FragColor = vec4(vec3(1. - occluded / raysTotal * strength), 1.);
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//gl_FragColor = vec4(vec3(distance(cPosition, cameraPosition) / 10.), 1.);
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}
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