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Oinktube/node_modules/three/examples/js/shaders/SAOShader.js
2023-12-11 11:59:56 -03:00

181 lines
5.3 KiB
JavaScript

/**
* TODO
*/
THREE.SAOShader = {
defines: {
'NUM_SAMPLES': 7,
'NUM_RINGS': 4,
'NORMAL_TEXTURE': 0,
'DIFFUSE_TEXTURE': 0,
'DEPTH_PACKING': 1,
'PERSPECTIVE_CAMERA': 1
},
uniforms: {
'tDepth': { value: null },
'tDiffuse': { value: null },
'tNormal': { value: null },
'size': { value: new THREE.Vector2( 512, 512 ) },
'cameraNear': { value: 1 },
'cameraFar': { value: 100 },
'cameraProjectionMatrix': { value: new THREE.Matrix4() },
'cameraInverseProjectionMatrix': { value: new THREE.Matrix4() },
'scale': { value: 1.0 },
'intensity': { value: 0.1 },
'bias': { value: 0.5 },
'minResolution': { value: 0.0 },
'kernelRadius': { value: 100.0 },
'randomSeed': { value: 0.0 }
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
' vUv = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'#include <common>',
'varying vec2 vUv;',
'#if DIFFUSE_TEXTURE == 1',
'uniform sampler2D tDiffuse;',
'#endif',
'uniform sampler2D tDepth;',
'#if NORMAL_TEXTURE == 1',
'uniform sampler2D tNormal;',
'#endif',
'uniform float cameraNear;',
'uniform float cameraFar;',
'uniform mat4 cameraProjectionMatrix;',
'uniform mat4 cameraInverseProjectionMatrix;',
'uniform float scale;',
'uniform float intensity;',
'uniform float bias;',
'uniform float kernelRadius;',
'uniform float minResolution;',
'uniform vec2 size;',
'uniform float randomSeed;',
'// RGBA depth',
'#include <packing>',
'vec4 getDefaultColor( const in vec2 screenPosition ) {',
' #if DIFFUSE_TEXTURE == 1',
' return texture2D( tDiffuse, vUv );',
' #else',
' return vec4( 1.0 );',
' #endif',
'}',
'float getDepth( const in vec2 screenPosition ) {',
' #if DEPTH_PACKING == 1',
' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );',
' #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 vec3 viewPosition, const in vec2 screenPosition ) {',
' #if NORMAL_TEXTURE == 1',
' return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );',
' #else',
' return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );',
' #endif',
'}',
'float scaleDividedByCameraFar;',
'float minResolutionMultipliedByCameraFar;',
'float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {',
' vec3 viewDelta = sampleViewPosition - centerViewPosition;',
' float viewDistance = length( viewDelta );',
' float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;',
' return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );',
'}',
'// moving costly divides into consts',
'const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );',
'const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );',
'float getAmbientOcclusion( const in vec3 centerViewPosition ) {',
' // precompute some variables require in getOcclusion.',
' scaleDividedByCameraFar = scale / cameraFar;',
' minResolutionMultipliedByCameraFar = minResolution * cameraFar;',
' vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );',
' // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/',
' float angle = rand( vUv + randomSeed ) * PI2;',
' vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;',
' vec2 radiusStep = radius;',
' float occlusionSum = 0.0;',
' float weightSum = 0.0;',
' for( int i = 0; i < NUM_SAMPLES; i ++ ) {',
' vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;',
' radius += radiusStep;',
' angle += ANGLE_STEP;',
' float sampleDepth = getDepth( sampleUv );',
' if( sampleDepth >= ( 1.0 - EPSILON ) ) {',
' continue;',
' }',
' float sampleViewZ = getViewZ( sampleDepth );',
' vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );',
' occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );',
' weightSum += 1.0;',
' }',
' if( weightSum == 0.0 ) discard;',
' return occlusionSum * ( intensity / weightSum );',
'}',
'void main() {',
' float centerDepth = getDepth( vUv );',
' if( centerDepth >= ( 1.0 - EPSILON ) ) {',
' discard;',
' }',
' float centerViewZ = getViewZ( centerDepth );',
' vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );',
' float ambientOcclusion = getAmbientOcclusion( viewPosition );',
' gl_FragColor = getDefaultColor( vUv );',
' gl_FragColor.xyz *= 1.0 - ambientOcclusion;',
'}'
].join( '\n' )
};