Jarvis, Optimise my shit

This commit is contained in:
Halbear 2026-09-25 23:37:22 +01:00
parent d1abde919d
commit 9424b29d0a
50 changed files with 1469 additions and 1232 deletions

View file

@ -2,7 +2,6 @@
layout(location = 0) in vec2 inTextCoord;
layout(location = 0) out float outAO;
layout(location = 1) out vec4 viewPos;
layout(set = 0, binding = 0) uniform sampler2D posSampler;
layout(set = 0, binding = 1) uniform sampler2D normalSampler;
@ -19,65 +18,52 @@ layout(set = 2, binding = 0) uniform SSAOInfo {
float radius; //140
float bias; //144
int kernelSize; //148
float ResolutionScale; //152;
vec2 Padding; //160;
} ssao;
void main() {
vec2 ScreenSize = ssao.screenSize * ssao.ResolutionScale;
int KERNEL_SIZE = ssao.kernelSize;
int KERNEL_SIZE = clamp(ssao.kernelSize, 1, 64);
vec3 fragPos = texture(posSampler, inTextCoord).xyz;
vec3 worldNorm = normalize(texture(normalSampler, inTextCoord).xyz);
vec3 worldNorm = texture(normalSampler, inTextCoord).xyz;
if (dot(worldNorm, worldNorm) < 0.001) {
if (dot(worldNorm, worldNorm) < 0.001 || fragPos.z >= 0.0) {
outAO = 1.0;
return;
}
vec3 normal = normalize(mat3(ssao.view) * worldNorm);
viewPos = vec4(fragPos, 1);
vec2 noiseScale = ScreenSize / 4.0;
vec3 randomVec = texture(noiseSampler, inTextCoord * noiseScale).xyz;
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 randomVec = texelFetch(noiseSampler, ivec2(gl_FragCoord.xy) % 4, 0).xyz;
vec3 tangent = randomVec - normal * dot(randomVec, normal);
if (dot(tangent, tangent) < 0.0001) {
tangent = cross(normal, abs(normal.z) < 0.9 ? vec3(0, 0, 1) : vec3(0, 1, 0));
}
tangent = normalize(tangent);
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
float fragDepth = -fragPos.z;
float minOptimalDistance = 15;
float maxKernelSize = float(ssao.kernelSize);
// Calculate a dynamic loop limit based on proximity
// If closer than 1.5 units, smoothly scale down the loop count
int dynamicKernelSize = int(KERNEL_SIZE);
if (fragDepth < minOptimalDistance) {
float proximityFactor = clamp(fragDepth / minOptimalDistance, 0.2, 1.0);
dynamicKernelSize = int(maxKernelSize * proximityFactor);
}
// Force a hard minimum baseline of samples so SSAO doesn't completely disappear
dynamicKernelSize = max(dynamicKernelSize, 16);
float occlusion = 0.0;
float Passes = 0.0f;
for (int i = 0; i < dynamicKernelSize; i++) {
vec3 samplePos = fragPos + (TBN * kernel.samples[i].xyz) * ssao.radius;
for (int i = 0; i < KERNEL_SIZE; i++) {
// Cover the complete radius distribution, even with a smaller sample budget.
int sampleIndex = i * 64 / KERNEL_SIZE;
vec3 samplePos = fragPos + (TBN * kernel.samples[sampleIndex].xyz) * ssao.radius;
vec4 offset = ssao.projection * vec4(samplePos, 1.0);
if (offset.w <= 0.0) continue;
offset.xyz /= offset.w;
offset.xyz = offset.xyz * 0.5 + 0.5;
vec2 sampleUV = clamp(vec2(offset.x, 1.0 - offset.y), 0.0, 1.0);
vec2 sampleUV = vec2(offset.x, 1.0 - offset.y);
if (any(lessThan(sampleUV, vec2(0))) || any(greaterThan(sampleUV, vec2(1)))) continue;
vec3 sampleViewPos = texture(posSampler, sampleUV).xyz;
if (sampleViewPos.z >= 0.0) continue;
float sampleDepth = -sampleViewPos.z;
float depthDelta = abs(fragDepth - sampleDepth);
if (depthDelta > ssao.radius * 2.0) {
continue;
}
float rangeCheck = smoothstep(0.0, 1.0, ssao.radius / depthDelta);
float rangeCheck = smoothstep(0.0, 1.0, ssao.radius / max(depthDelta, 0.0001));
float isOccluded = step(samplePos.z + ssao.bias, sampleViewPos.z);
occlusion += isOccluded * rangeCheck;
Passes += 1.0;