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- uniform sampler2D randomTexture;
- uniform sampler2D depthTexture;
- uniform float intensity;
- uniform float bias;
- uniform float lengthCap;
- uniform float stepSize;
- uniform float frustumLength;
- varying vec2 v_textureCoordinates;
- vec4 clipToEye(vec2 uv, float depth)
- {
- vec2 xy = vec2((uv.x * 2.0 - 1.0), ((1.0 - uv.y) * 2.0 - 1.0));
- vec4 posEC = czm_inverseProjection * vec4(xy, depth, 1.0);
- posEC = posEC / posEC.w;
- return posEC;
- }
- //Reconstruct Normal Without Edge Removation
- vec3 getNormalXEdge(vec3 posInCamera, float depthU, float depthD, float depthL, float depthR, vec2 pixelSize)
- {
- vec4 posInCameraUp = clipToEye(v_textureCoordinates - vec2(0.0, pixelSize.y), depthU);
- vec4 posInCameraDown = clipToEye(v_textureCoordinates + vec2(0.0, pixelSize.y), depthD);
- vec4 posInCameraLeft = clipToEye(v_textureCoordinates - vec2(pixelSize.x, 0.0), depthL);
- vec4 posInCameraRight = clipToEye(v_textureCoordinates + vec2(pixelSize.x, 0.0), depthR);
- vec3 up = posInCamera.xyz - posInCameraUp.xyz;
- vec3 down = posInCameraDown.xyz - posInCamera.xyz;
- vec3 left = posInCamera.xyz - posInCameraLeft.xyz;
- vec3 right = posInCameraRight.xyz - posInCamera.xyz;
- vec3 DX = length(left) < length(right) ? left : right;
- vec3 DY = length(up) < length(down) ? up : down;
- return normalize(cross(DY, DX));
- }
- void main(void)
- {
- float depth = czm_readDepth(depthTexture, v_textureCoordinates);
- vec4 posInCamera = clipToEye(v_textureCoordinates, depth);
- if (posInCamera.z > frustumLength)
- {
- gl_FragColor = vec4(1.0);
- return;
- }
- vec2 pixelSize = czm_pixelRatio / czm_viewport.zw;
- float depthU = czm_readDepth(depthTexture, v_textureCoordinates - vec2(0.0, pixelSize.y));
- float depthD = czm_readDepth(depthTexture, v_textureCoordinates + vec2(0.0, pixelSize.y));
- float depthL = czm_readDepth(depthTexture, v_textureCoordinates - vec2(pixelSize.x, 0.0));
- float depthR = czm_readDepth(depthTexture, v_textureCoordinates + vec2(pixelSize.x, 0.0));
- vec3 normalInCamera = getNormalXEdge(posInCamera.xyz, depthU, depthD, depthL, depthR, pixelSize);
- float ao = 0.0;
- vec2 sampleDirection = vec2(1.0, 0.0);
- float gapAngle = 90.0 * czm_radiansPerDegree;
- // RandomNoise
- float randomVal = texture2D(randomTexture, v_textureCoordinates).x;
- //Loop for each direction
- for (int i = 0; i < 4; i++)
- {
- float newGapAngle = gapAngle * (float(i) + randomVal);
- float cosVal = cos(newGapAngle);
- float sinVal = sin(newGapAngle);
- //Rotate Sampling Direction
- vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);
- float localAO = 0.0;
- float localStepSize = stepSize;
- //Loop for each step
- for (int j = 0; j < 6; j++)
- {
- vec2 newCoords = v_textureCoordinates + rotatedSampleDirection * localStepSize * pixelSize;
- //Exception Handling
- if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0)
- {
- break;
- }
- float stepDepthInfo = czm_readDepth(depthTexture, newCoords);
- vec4 stepPosInCamera = clipToEye(newCoords, stepDepthInfo);
- vec3 diffVec = stepPosInCamera.xyz - posInCamera.xyz;
- float len = length(diffVec);
- if (len > lengthCap)
- {
- break;
- }
- float dotVal = clamp(dot(normalInCamera, normalize(diffVec)), 0.0, 1.0 );
- float weight = len / lengthCap;
- weight = 1.0 - weight * weight;
- if (dotVal < bias)
- {
- dotVal = 0.0;
- }
- localAO = max(localAO, dotVal * weight);
- localStepSize += stepSize;
- }
- ao += localAO;
- }
- ao /= 4.0;
- ao = 1.0 - clamp(ao, 0.0, 1.0);
- ao = pow(ao, intensity);
- gl_FragColor = vec4(vec3(ao), 1.0);
- }
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