Danbias/Code/OysterGraphics/Shader/HLSL/SSAO.hlsl

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//Texture2D pos : register(t3);
//Texture2D normal : register(t4);
Texture1D<float3> rand : register(t8);
Texture1D<float3> sphere : register(t9);
float SSAOperPixel( int2 pixel)
{
float3 rnd = rand[(pixel.x+pixel.y)%rand.Length.x];
float3 nvec = normal[pixel].xyz;
float3 tangent = normalize(rnd-nvec * dot(rnd, nvec));
float3 biTangent = cross(nvec,tangent);
float3x3 tbn; // = float3x3( nvec, tangent, normal);
tbn[0] =nvec;
tbn[1] =tangent;
tbn[2] =biTangent;
float occlusion = 0.0f;
for(int i=0;i<sphere.Length.x;++i)
{
float3 sampled = mul( tbn, sphere[i].xyz);
sample = sampled * SSAOSphereRadius + pos[pixel].xyz;
//test acumulate
float rangeCheck = abs(pos[pixel].z - sampled.z) < SSAOSphereRadius ? 1.0f : 0.0f;
occlusion += (sampled.z <= pos[pixel].z ? 1.0 : 0.0) * rangeCheck;
}
return 1.0 - (occlusion / sphere.Length.x);
}