#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D samplerPositionDepth; layout (binding = 1) uniform sampler2D samplerNormal; layout (binding = 2) uniform sampler2D ssaoNoise; layout (constant_id = 0) const int SSAO_KERNEL_SIZE = 64; layout (constant_id = 1) const float SSAO_RADIUS = 0.5; layout (binding = 3) uniform UBOSSAOKernel { vec4 samples[SSAO_KERNEL_SIZE]; } uboSSAOKernel; layout (binding = 4) uniform UBO { mat4 projection; } ubo; layout (location = 0) in vec2 inUV; layout (location = 0) out float outFragColor; void main() { // Get G-Buffer values vec3 fragPos = texture(samplerPositionDepth, inUV).rgb; vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0); // Get a random vector using a noise lookup ivec2 texDim = textureSize(samplerPositionDepth, 0); ivec2 noiseDim = textureSize(ssaoNoise, 0); const vec2 noiseUV = vec2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * inUV; vec3 randomVec = texture(ssaoNoise, noiseUV).xyz * 2.0 - 1.0; // Create TBN matrix vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal)); vec3 bitangent = cross(tangent, normal); mat3 TBN = mat3(tangent, bitangent, normal); // Calculate occlusion value float occlusion = 0.0f; for(int i = 0; i < SSAO_KERNEL_SIZE; i++) { vec3 samplePos = TBN * uboSSAOKernel.samples[i].xyz; samplePos = fragPos + samplePos * SSAO_RADIUS; // project vec4 offset = vec4(samplePos, 1.0f); offset = ubo.projection * offset; offset.xyz /= offset.w; offset.xyz = offset.xyz * 0.5f + 0.5f; float sampleDepth = -texture(samplerPositionDepth, offset.xy).w; #define RANGE_CHECK 1 #ifdef RANGE_CHECK // Range check float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth)); occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck; #else occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f); #endif } occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE)); outFragColor = occlusion; }