/usr/share/javascript/three/examples/js/shaders/SSAOShader.js is in libjs-three 80+dfsg2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 | /**
* @author alteredq / http://alteredqualia.com/
*
* Screen-space ambient occlusion shader
* - ported from
* SSAO GLSL shader v1.2
* assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
* original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
* - modifications
* - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
* - refactoring and optimizations
*/
THREE.SSAOShader = {
uniforms: {
"tDiffuse": { value: null },
"tDepth": { value: null },
"size": { value: new THREE.Vector2( 512, 512 ) },
"cameraNear": { value: 1 },
"cameraFar": { value: 100 },
"onlyAO": { value: 0 },
"aoClamp": { value: 0.5 },
"lumInfluence": { value: 0.5 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float cameraNear;",
"uniform float cameraFar;",
"uniform bool onlyAO;", // use only ambient occlusion pass?
"uniform vec2 size;", // texture width, height
"uniform float aoClamp;", // depth clamp - reduces haloing at screen edges
"uniform float lumInfluence;", // how much luminance affects occlusion
"uniform sampler2D tDiffuse;",
"uniform sampler2D tDepth;",
"varying vec2 vUv;",
// "#define PI 3.14159265",
"#define DL 2.399963229728653", // PI * ( 3.0 - sqrt( 5.0 ) )
"#define EULER 2.718281828459045",
// user variables
"const int samples = 8;", // ao sample count
"const float radius = 5.0;", // ao radius
"const bool useNoise = false;", // use noise instead of pattern for sample dithering
"const float noiseAmount = 0.0003;", // dithering amount
"const float diffArea = 0.4;", // self-shadowing reduction
"const float gDisplace = 0.4;", // gauss bell center
// RGBA depth
"#include <packing>",
// generating noise / pattern texture for dithering
"vec2 rand( const vec2 coord ) {",
"vec2 noise;",
"if ( useNoise ) {",
"float nx = dot ( coord, vec2( 12.9898, 78.233 ) );",
"float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );",
"noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );",
"} else {",
"float ff = fract( 1.0 - coord.s * ( size.x / 2.0 ) );",
"float gg = fract( coord.t * ( size.y / 2.0 ) );",
"noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;",
"}",
"return ( noise * 2.0 - 1.0 ) * noiseAmount;",
"}",
"float readDepth( const in vec2 coord ) {",
"float cameraFarPlusNear = cameraFar + cameraNear;",
"float cameraFarMinusNear = cameraFar - cameraNear;",
"float cameraCoef = 2.0 * cameraNear;",
// "return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
"return cameraCoef / ( cameraFarPlusNear - unpackRGBAToDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
"}",
"float compareDepths( const in float depth1, const in float depth2, inout int far ) {",
"float garea = 2.0;", // gauss bell width
"float diff = ( depth1 - depth2 ) * 100.0;", // depth difference (0-100)
// reduce left bell width to avoid self-shadowing
"if ( diff < gDisplace ) {",
"garea = diffArea;",
"} else {",
"far = 1;",
"}",
"float dd = diff - gDisplace;",
"float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );",
"return gauss;",
"}",
"float calcAO( float depth, float dw, float dh ) {",
"float dd = radius - depth * radius;",
"vec2 vv = vec2( dw, dh );",
"vec2 coord1 = vUv + dd * vv;",
"vec2 coord2 = vUv - dd * vv;",
"float temp1 = 0.0;",
"float temp2 = 0.0;",
"int far = 0;",
"temp1 = compareDepths( depth, readDepth( coord1 ), far );",
// DEPTH EXTRAPOLATION
"if ( far > 0 ) {",
"temp2 = compareDepths( readDepth( coord2 ), depth, far );",
"temp1 += ( 1.0 - temp1 ) * temp2;",
"}",
"return temp1;",
"}",
"void main() {",
"vec2 noise = rand( vUv );",
"float depth = readDepth( vUv );",
"float tt = clamp( depth, aoClamp, 1.0 );",
"float w = ( 1.0 / size.x ) / tt + ( noise.x * ( 1.0 - noise.x ) );",
"float h = ( 1.0 / size.y ) / tt + ( noise.y * ( 1.0 - noise.y ) );",
"float ao = 0.0;",
"float dz = 1.0 / float( samples );",
"float z = 1.0 - dz / 2.0;",
"float l = 0.0;",
"for ( int i = 0; i <= samples; i ++ ) {",
"float r = sqrt( 1.0 - z );",
"float pw = cos( l ) * r;",
"float ph = sin( l ) * r;",
"ao += calcAO( depth, pw * w, ph * h );",
"z = z - dz;",
"l = l + DL;",
"}",
"ao /= float( samples );",
"ao = 1.0 - ao;",
"vec3 color = texture2D( tDiffuse, vUv ).rgb;",
"vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );",
"float lum = dot( color.rgb, lumcoeff );",
"vec3 luminance = vec3( lum );",
"vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // mix( color * ao, white, luminance )
"if ( onlyAO ) {",
"final = vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // ambient occlusion only
"}",
"gl_FragColor = vec4( final, 1.0 );",
"}"
].join( "\n" )
};
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