Buckets:
| ; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| const THREE = require("three"); | |
| const SSAOShader = { | |
| defines: { | |
| PERSPECTIVE_CAMERA: 1, | |
| KERNEL_SIZE: 32 | |
| }, | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| tNormal: { value: null }, | |
| tDepth: { value: null }, | |
| tNoise: { value: null }, | |
| kernel: { value: null }, | |
| cameraNear: { value: null }, | |
| cameraFar: { value: null }, | |
| resolution: { value: /* @__PURE__ */ new THREE.Vector2() }, | |
| cameraProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() }, | |
| cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() }, | |
| kernelRadius: { value: 8 }, | |
| minDistance: { value: 5e-3 }, | |
| maxDistance: { value: 0.05 } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform sampler2D tDiffuse; | |
| uniform sampler2D tNormal; | |
| uniform sampler2D tDepth; | |
| uniform sampler2D tNoise; | |
| uniform vec3 kernel[ KERNEL_SIZE ]; | |
| uniform vec2 resolution; | |
| uniform float cameraNear; | |
| uniform float cameraFar; | |
| uniform mat4 cameraProjectionMatrix; | |
| uniform mat4 cameraInverseProjectionMatrix; | |
| uniform float kernelRadius; | |
| uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference | |
| uniform float maxDistance; // avoid the influence of fragments which are too far away | |
| varying vec2 vUv; | |
| #include <packing> | |
| float getDepth( const in vec2 screenPosition ) { | |
| return texture2D( tDepth, screenPosition ).x; | |
| } | |
| float getLinearDepth( const in vec2 screenPosition ) { | |
| #if PERSPECTIVE_CAMERA == 1 | |
| float fragCoordZ = texture2D( tDepth, screenPosition ).x; | |
| float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar ); | |
| return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar ); | |
| #else | |
| return texture2D( tDepth, screenPosition ).x; | |
| #endif | |
| } | |
| float getViewZ( const in float depth ) { | |
| #if PERSPECTIVE_CAMERA == 1 | |
| return perspectiveDepthToViewZ( depth, cameraNear, cameraFar ); | |
| #else | |
| return orthographicDepthToViewZ( depth, cameraNear, cameraFar ); | |
| #endif | |
| } | |
| vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) { | |
| float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3]; | |
| vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 ); | |
| clipPosition *= clipW; // unprojection. | |
| return ( cameraInverseProjectionMatrix * clipPosition ).xyz; | |
| } | |
| vec3 getViewNormal( const in vec2 screenPosition ) { | |
| return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz ); | |
| } | |
| void main() { | |
| float depth = getDepth( vUv ); | |
| float viewZ = getViewZ( depth ); | |
| vec3 viewPosition = getViewPosition( vUv, depth, viewZ ); | |
| vec3 viewNormal = getViewNormal( vUv ); | |
| vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 ); | |
| vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz; | |
| // compute matrix used to reorient a kernel vector | |
| vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) ); | |
| vec3 bitangent = cross( viewNormal, tangent ); | |
| mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal ); | |
| float occlusion = 0.0; | |
| for ( int i = 0; i < KERNEL_SIZE; i ++ ) { | |
| vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space | |
| vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point | |
| vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC | |
| samplePointNDC /= samplePointNDC.w; | |
| vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates | |
| float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture | |
| float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value | |
| float delta = sampleDepth - realDepth; | |
| if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion | |
| occlusion += 1.0; | |
| } | |
| } | |
| occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 ); | |
| gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 ); | |
| } | |
| ` | |
| ) | |
| }; | |
| const SSAODepthShader = { | |
| defines: { | |
| PERSPECTIVE_CAMERA: 1 | |
| }, | |
| uniforms: { | |
| tDepth: { value: null }, | |
| cameraNear: { value: null }, | |
| cameraFar: { value: null } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform sampler2D tDepth; | |
| uniform float cameraNear; | |
| uniform float cameraFar; | |
| varying vec2 vUv; | |
| #include <packing> | |
| float getLinearDepth( const in vec2 screenPosition ) { | |
| #if PERSPECTIVE_CAMERA == 1 | |
| float fragCoordZ = texture2D( tDepth, screenPosition ).x; | |
| float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar ); | |
| return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar ); | |
| #else | |
| return texture2D( tDepth, screenPosition ).x; | |
| #endif | |
| } | |
| void main() { | |
| float depth = getLinearDepth( vUv ); | |
| gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 ); | |
| } | |
| ` | |
| ) | |
| }; | |
| const SSAOBlurShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| resolution: { value: /* @__PURE__ */ new THREE.Vector2() } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform sampler2D tDiffuse; | |
| uniform vec2 resolution; | |
| varying vec2 vUv; | |
| void main() { | |
| vec2 texelSize = ( 1.0 / resolution ); | |
| float result = 0.0; | |
| for ( int i = - 2; i <= 2; i ++ ) { | |
| for ( int j = - 2; j <= 2; j ++ ) { | |
| vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize; | |
| result += texture2D( tDiffuse, vUv + offset ).r; | |
| } | |
| } | |
| gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 ); | |
| } | |
| ` | |
| ) | |
| }; | |
| exports.SSAOBlurShader = SSAOBlurShader; | |
| exports.SSAODepthShader = SSAODepthShader; | |
| exports.SSAOShader = SSAOShader; | |
| //# sourceMappingURL=SSAOShader.cjs.map | |
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