13#import bevy_render::maths::fast_acos 21@group(0) @binding(0) var preprocessed_depth: texture_2d<f32>; 22@group(0) @binding(1) var normals: texture_2d<f32>; 23@group(0) @binding(2) var hilbert_index_lut: texture_2d<u32>; 24@group(0) @binding(3) var ambient_occlusion: texture_storage_2d<r16float, write>; 25@group(0) @binding(4) var depth_differences: texture_storage_2d<r32uint, write>; 26@group(0) @binding(5) var<uniform> globals: Globals; 27@group(0) @binding(6) var<uniform> thickness: f32; 28@group(1) @binding(0) var point_clamp_sampler: sampler; 29@group(1) @binding(1) var linear_clamp_sampler: sampler; 30@group(1) @binding(2) var<uniform> view: View; 32fn load_noise(pixel_coordinates: vec2<i32>) -> vec2<f32> { 33 var index = textureLoad(hilbert_index_lut, pixel_coordinates % 64, 0).r; 36 index += 288u * (globals.frame_count % 64u); 40 return fract(0.5 + f32(index) * vec2<f32>(0.75487766624669276005, 0.5698402909980532659114)); 44fn calculate_neighboring_depth_differences(pixel_coordinates: vec2<i32>) -> f32 { 46 let uv = vec2<f32>(pixel_coordinates) / view.viewport.zw; 47 let depths_upper_left = textureGather(0, preprocessed_depth, point_clamp_sampler, uv); 48 let depths_bottom_right = textureGather(0, preprocessed_depth, point_clamp_sampler, uv, vec2<i32>(1i, 1i)); 49 let depth_center = depths_upper_left.y; 50 let depth_left = depths_upper_left.x; 51 let depth_top = depths_upper_left.z; 52 let depth_bottom = depths_bottom_right.x; 53 let depth_right = depths_bottom_right.z; 56 var edge_info = vec4<f32>(depth_left, depth_right, depth_top, depth_bottom) - depth_center; 57 let slope_left_right = (edge_info.y - edge_info.x) * 0.5; 58 let slope_top_bottom = (edge_info.w - edge_info.z) * 0.5; 59 let edge_info_slope_adjusted = edge_info + vec4<f32>(slope_left_right, -slope_left_right, slope_top_bottom, -slope_top_bottom); 60 edge_info = min(abs(edge_info), abs(edge_info_slope_adjusted)); 62 let scale = depth_center * 0.011; 63 edge_info = saturate((1.0 + bias) - edge_info / scale); 66 let edge_info_packed = vec4<u32>(pack4x8unorm(edge_info), 0u, 0u, 0u); 67 textureStore(depth_differences, pixel_coordinates, edge_info_packed); 72fn load_normal_view_space(uv: vec2<f32>) -> vec3<f32> { 73 var world_normal = textureSampleLevel(normals, point_clamp_sampler, uv, 0.0).xyz; 74 world_normal = (world_normal * 2.0) - 1.0; 75 let view_from_world = mat3x3<f32>( 76 view.view_from_world[0].xyz, 77 view.view_from_world[1].xyz, 78 view.view_from_world[2].xyz, 80 return view_from_world * world_normal; 83fn reconstruct_view_space_position(depth: f32, uv: vec2<f32>) -> vec3<f32> { 84 let clip_xy = vec2<f32>(uv.x * 2.0 - 1.0, 1.0 - 2.0 * uv.y); 85 let t = view.view_from_clip * vec4<f32>(clip_xy, depth, 1.0); 86 let view_xyz = t.xyz / t.w; 90fn load_and_reconstruct_view_space_position(uv: vec2<f32>, sample_mip_level: f32) -> vec3<f32> { 91 let depth = textureSampleLevel(preprocessed_depth, linear_clamp_sampler, uv, sample_mip_level).r; 92 return reconstruct_view_space_position(depth, uv); 98 samples_per_slice: f32, 101 let start_horizon = u32(min_horizon * samples_per_slice); 102 let angle_horizon = u32(ceil((max_horizon - min_horizon) * samples_per_slice)); 104 return insertBits(bitmask, 0xFFFFFFFFu, start_horizon, angle_horizon); 108 delta_position: vec3<f32>, 110 sampling_direction: f32, 112 samples_per_slice: f32, 113 bitmask: ptr<function, u32>, 115 let delta_position_back_face = delta_position - view_vec * thickness; 117 var front_back_horizon = vec2( 118 fast_acos(dot(normalize(delta_position), view_vec)), 119 fast_acos(dot(normalize(delta_position_back_face), view_vec)), 122 front_back_horizon = saturate(fma(vec2(sampling_direction), -front_back_horizon, n)); 123 front_back_horizon = select(front_back_horizon.xy, front_back_horizon.yx, sampling_direction >= 0.0); 125 *bitmask = updateSectors(front_back_horizon.x, front_back_horizon.y, samples_per_slice, *bitmask); 129@workgroup_size(8, 8, 1) 130fn ssao(@builtin(global_invocation_id) global_id: vec3<u32>) { 131 let slice_count = f32(#SLICE_COUNT); 132 let samples_per_slice_side = f32(#SAMPLES_PER_SLICE_SIDE); 133 let effect_radius = 0.5 * 1.457; 134 let falloff_range = 0.615 * effect_radius; 135 let falloff_from = effect_radius * (1.0 - 0.615); 136 let falloff_mul = -1.0 / falloff_range; 137 let falloff_add = falloff_from / falloff_range + 1.0; 139 let pixel_coordinates = vec2<i32>(global_id.xy); 140 let uv = (vec2<f32>(pixel_coordinates) + 0.5) / view.viewport.zw; 142 var pixel_depth = calculate_neighboring_depth_differences(pixel_coordinates); 143 pixel_depth += 0.00001; 145 let pixel_position = reconstruct_view_space_position(pixel_depth, uv); 146 let pixel_normal = load_normal_view_space(uv); 147 let view_vec = normalize(-pixel_position); 149 let noise = load_noise(pixel_coordinates); 150 let sample_scale = (-0.5 * effect_radius * view.clip_from_view[0][0]) / pixel_position.z; 152 var visibility = 0.0; 153 var occluded_sample_count = 0u; 154 for (var slice_t = 0.0; slice_t < slice_count; slice_t += 1.0) { 155 let slice = slice_t + noise.x; 156 let phi = (PI / slice_count) * slice; 157 let omega = vec2<f32>(cos(phi), sin(phi)); 159 let direction = vec3<f32>(omega.xy, 0.0); 160 let orthographic_direction = direction - (dot(direction, view_vec) * view_vec); 161 let axis = cross(direction, view_vec); 162 let projected_normal = pixel_normal - axis * dot(pixel_normal, axis); 163 let projected_normal_length = length(projected_normal); 165 let sign_norm = sign(dot(orthographic_direction, projected_normal)); 166 let cos_norm = saturate(dot(projected_normal, view_vec) / projected_normal_length); 167 let n = vec2((HALF_PI - sign_norm * fast_acos(cos_norm)) * (1.0 / PI)); 171 let sample_mul = vec2<f32>(omega.x, -omega.y) * sample_scale; 172 for (var sample_t = 0.0; sample_t < samples_per_slice_side; sample_t += 1.0) { 173 var sample_noise = (slice_t + sample_t * samples_per_slice_side) * 0.6180339887498948482; 174 sample_noise = fract(noise.y + sample_noise); 176 var s = (sample_t + sample_noise) / samples_per_slice_side; 178 let sample = s * sample_mul; 181 let sample_mip_level = clamp(log2(length(sample * view.viewport.zw)) - 3.3, 0.0, 5.0); 182 let sample_position_1 = load_and_reconstruct_view_space_position(uv + sample, sample_mip_level); 183 let sample_position_2 = load_and_reconstruct_view_space_position(uv - sample, sample_mip_level); 185 let sample_difference_1 = sample_position_1 - pixel_position; 186 let sample_difference_2 = sample_position_2 - pixel_position; 188 processSample(sample_difference_1, view_vec, -1.0, n, samples_per_slice_side * 2.0, &bitmask); 189 processSample(sample_difference_2, view_vec, 1.0, n, samples_per_slice_side * 2.0, &bitmask); 192 occluded_sample_count += countOneBits(bitmask); 195 visibility = 1.0 - f32(occluded_sample_count) / (slice_count * 2.0 * samples_per_slice_side); 197 visibility = clamp(visibility, 0.03, 1.0); 199 textureStore(ambient_occlusion, pixel_coordinates, vec4<f32>(visibility, 0.0, 0.0, 0.0));