I'm trying to render a scene with the SSAO post-processing shader. There aren't any errors but I can't see any difference between the scene rendered with and without the SSAO pass. I initialize the renderer like this:
// Create WebGL Renderer
var renderParameters = { antialias: false, alpha: false, clearColor: 0xFFFFFF };
renderer = new THREE.WebGLRenderer(renderParameters);
renderer.autoClear = false;
renderer.setSize(viewportWidth, viewportHeight);
// Create render targets
renderTargetParametersRGB = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
renderTargetParametersRGBA = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
depthTarget = new THREE.WebGLRenderTarget(width, height, renderTargetParametersRGBA);
colorTarget = new THREE.WebGLRenderTarget(width, height, renderTargetParametersRGB);
// The shader pass to draw the scene
var renderScenePass = new THREE.RenderPass(scene, camera);
// Copy to screen render pass
var copyToScreenPass = new THREE.ShaderPass(THREE.CopyShader);
copyToScreenPass.renderToScreen = true;
// SSAO render pass
effectSSAO = new THREE.ShaderPass(THREE.SSAOShader);
effectSSAO.uniforms['tDepth'].texture = depthTarget;
effectSSAO.uniforms['size'].value.set(width, height);
effectSSAO.uniforms['cameraNear'].value = camera.near; // 1
effectSSAO.uniforms['cameraFar'].value = camera.far; // 1000
//effectSSAO.uniforms.onlyAO.value = 1;
// Setup post processing chain
composer = new THREE.EffectComposer(renderer, colorTarget);
composer.addPass(effectSSAO);
composer.addPass(copyToScreenPass);
// Depth pass
depthPassPlugin = new THREE.DepthPassPlugin();
depthPassPlugin.renderTarget = depthTarget;
renderer.addPrePlugin(depthPassPlugin);
In the render function, I render the scene like this:
requestAnimationFrame(render);
depthPassPlugin.enabled = true;
renderer.render(scene, camera, composer.renderTarget2, true);
depthPassPlugin.enabled = false;
composer.render(0.1);
As I said before, everything seems to work fine, but there is no AO effect visible on the screen. Maybe I'm just using the wrong parameter values? I already made sure that the depth pass is updated by rendering the depthTarget to the sceen. If I turn effectSSAO.uniforms.onlyAO.value on, I get a pretty "flat" brownish rendering of the actual scene (including textures), but still no AO. Can somebody give me an advice what to try next?
There is an example working with the current release of three.js (r56) at https://twitter.com/mrdoob/status/300919764262477824
Here is the direct link to the code: http://goo.gl/RzfwH
Thanks to Altered Qualia and MrDoob for the example code and the three.js library!