mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-20 04:47:55 +01:00
231 lines
5.7 KiB
JavaScript
231 lines
5.7 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Screen-space ambient occlusion shader
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* - ported from
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* SSAO GLSL shader v1.2
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* assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
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* original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
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* - modifications
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* - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
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* - refactoring and optimizations
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*/
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THREE.SSAOShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"tDepth": { type: "t", value: null },
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"size": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
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"cameraNear": { type: "f", value: 1 },
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"cameraFar": { type: "f", value: 100 },
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"onlyAO": { type: "i", value: 0 },
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"aoClamp": { type: "f", value: 0.5 },
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"lumInfluence": { type: "f", value: 0.5 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform float cameraNear;",
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"uniform float cameraFar;",
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"uniform bool onlyAO;", // use only ambient occlusion pass?
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"uniform vec2 size;", // texture width, height
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"uniform float aoClamp;", // depth clamp - reduces haloing at screen edges
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"uniform float lumInfluence;", // how much luminance affects occlusion
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tDepth;",
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"varying vec2 vUv;",
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// "#define PI 3.14159265",
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"#define DL 2.399963229728653", // PI * ( 3.0 - sqrt( 5.0 ) )
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"#define EULER 2.718281828459045",
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// helpers
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"float width = size.x;", // texture width
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"float height = size.y;", // texture height
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"float cameraFarPlusNear = cameraFar + cameraNear;",
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"float cameraFarMinusNear = cameraFar - cameraNear;",
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"float cameraCoef = 2.0 * cameraNear;",
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// user variables
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"const int samples = 8;", // ao sample count
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"const float radius = 5.0;", // ao radius
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"const bool useNoise = false;", // use noise instead of pattern for sample dithering
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"const float noiseAmount = 0.0003;", // dithering amount
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"const float diffArea = 0.4;", // self-shadowing reduction
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"const float gDisplace = 0.4;", // gauss bell center
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// RGBA depth
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"float unpackDepth( const in vec4 rgba_depth ) {",
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"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
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"float depth = dot( rgba_depth, bit_shift );",
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"return depth;",
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"}",
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// generating noise / pattern texture for dithering
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"vec2 rand( const vec2 coord ) {",
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"vec2 noise;",
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"if ( useNoise ) {",
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"float nx = dot ( coord, vec2( 12.9898, 78.233 ) );",
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"float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );",
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"noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );",
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"} else {",
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"float ff = fract( 1.0 - coord.s * ( width / 2.0 ) );",
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"float gg = fract( coord.t * ( height / 2.0 ) );",
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"noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;",
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"}",
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"return ( noise * 2.0 - 1.0 ) * noiseAmount;",
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"}",
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"float readDepth( const in vec2 coord ) {",
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// "return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
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"return cameraCoef / ( cameraFarPlusNear - unpackDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
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"}",
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"float compareDepths( const in float depth1, const in float depth2, inout int far ) {",
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"float garea = 2.0;", // gauss bell width
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"float diff = ( depth1 - depth2 ) * 100.0;", // depth difference (0-100)
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// reduce left bell width to avoid self-shadowing
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"if ( diff < gDisplace ) {",
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"garea = diffArea;",
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"} else {",
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"far = 1;",
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"}",
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"float dd = diff - gDisplace;",
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"float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );",
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"return gauss;",
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"}",
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"float calcAO( float depth, float dw, float dh ) {",
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"float dd = radius - depth * radius;",
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"vec2 vv = vec2( dw, dh );",
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"vec2 coord1 = vUv + dd * vv;",
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"vec2 coord2 = vUv - dd * vv;",
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"float temp1 = 0.0;",
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"float temp2 = 0.0;",
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"int far = 0;",
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"temp1 = compareDepths( depth, readDepth( coord1 ), far );",
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// DEPTH EXTRAPOLATION
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"if ( far > 0 ) {",
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"temp2 = compareDepths( readDepth( coord2 ), depth, far );",
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"temp1 += ( 1.0 - temp1 ) * temp2;",
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"}",
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"return temp1;",
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"}",
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"void main() {",
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"vec2 noise = rand( vUv );",
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"float depth = readDepth( vUv );",
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"float tt = clamp( depth, aoClamp, 1.0 );",
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"float w = ( 1.0 / width ) / tt + ( noise.x * ( 1.0 - noise.x ) );",
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"float h = ( 1.0 / height ) / tt + ( noise.y * ( 1.0 - noise.y ) );",
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"float ao = 0.0;",
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"float dz = 1.0 / float( samples );",
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"float z = 1.0 - dz / 2.0;",
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"float l = 0.0;",
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"for ( int i = 0; i <= samples; i ++ ) {",
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"float r = sqrt( 1.0 - z );",
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"float pw = cos( l ) * r;",
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"float ph = sin( l ) * r;",
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"ao += calcAO( depth, pw * w, ph * h );",
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"z = z - dz;",
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"l = l + DL;",
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"}",
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"ao /= float( samples );",
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"ao = 1.0 - ao;",
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"vec3 color = texture2D( tDiffuse, vUv ).rgb;",
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"vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );",
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"float lum = dot( color.rgb, lumcoeff );",
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"vec3 luminance = vec3( lum );",
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"vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // mix( color * ao, white, luminance )
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"if ( onlyAO ) {",
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"final = vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // ambient occlusion only
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"}",
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"gl_FragColor = vec4( final, 1.0 );",
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"}"
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].join("\n")
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};
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