50 lines
1.5 KiB
HLSL
50 lines
1.5 KiB
HLSL
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#include "Defines.hlsli"
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#include "PosManipulation.hlsli"
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static float Radius =5;
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float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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{
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float occlusion = 0.0f;
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//create sample coordinate system
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float4 rnd = float4( SSAORand[(rndID.x + rndID.y) % SSAORand.Length.x].xyz, 0.0f );
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rnd = normalize(rnd);
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float3 normal = NormalSpec[uv].xyz;
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float4 tangent = float4( normalize(rnd.xyz - (normal * dot(rnd.xyz, normal))), 0.0f );
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float4 biTangent = float4( cross(tangent.xyz, normal), 0.0f );
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float4x4 tbn = float4x4(tangent, biTangent, float4(normal,0), float4(pos*Radius,1));
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for( uint i = 0; i < SSAOKernel.Length.x; ++i )
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{
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//take sample from localspace to viewspace
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float4 sampled = mul(tbn, float4(SSAOKernel[i].xyz,1));
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//project sample to get uv.xy
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float4 ProjOffset = sampled;
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ProjOffset = mul(Proj, ProjOffset);
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float4 offset = ProjOffset;
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float2 UV = offset;
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offset /= offset.w;
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offset.xyz = offset.xyz * 0.5f + 0.5f;
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//extra invert y axis, DX11
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offset.y = 1.0f - offset.y;
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// get depth from that point in screenspace
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uint2 texCoord;
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texCoord = (uint2)(offset.xy * Pixels);
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float3 ViewPos = ToVpos(texCoord, UV);
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float sampleDepth = ViewPos.z;
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//compare to depth from sample
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float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
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occlusion += (sampleDepth >= sampled.z ? 1.0f : 0.0f) * rangeCheck;
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}
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occlusion /= (float)(SSAOKernel.Length.x);
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occlusion = 1.0f - occlusion;
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return occlusion;
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}
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