65 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			65 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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								// Alchemy AO / Scalable Ambient Obscurance
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								#version 450
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								#include "compiled.inc"
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								#include "std/gbuffer.glsl"
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								uniform sampler2D gbufferD;
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								uniform sampler2D gbuffer0;
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								uniform vec2 cameraProj;
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								uniform vec3 eye;
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								uniform vec3 eyeLook;
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								uniform vec2 screenSize;
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								uniform mat4 invVP;
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								#ifdef _CPostprocess
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									uniform vec3 PPComp12;
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								#endif
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								in vec2 texCoord;
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								in vec3 viewRay;
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								out float fragColor;
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								void main() {
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									float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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									if (depth == 1.0) { fragColor = 1.0; return; }
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									vec2 enc = textureLod(gbuffer0, texCoord, 0.0).rg;
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									vec3 n;
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									n.z = 1.0 - abs(enc.x) - abs(enc.y);
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									n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
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									n = normalize(n);
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									vec3 vray = normalize(viewRay);
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									vec3 currentPos = getPosNoEye(eyeLook, vray, depth, cameraProj);
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									// vec3 currentPos = getPos2NoEye(eye, invVP, depth, texCoord);
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									float currentDistance = length(currentPos);
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									#ifdef _CPostprocess
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										float currentDistanceA = currentDistance * PPComp12.z * (1.0 / PPComp12.y);
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									#else
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										float currentDistanceA = currentDistance * ssaoScale * (1.0 / ssaoRadius);
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									#endif
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									float currentDistanceB = currentDistance * 0.0005;
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									ivec2 px = ivec2(texCoord * screenSize);
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									float phi = (3 * px.x ^ px.y + px.x * px.y) * 10;
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									fragColor = 0;
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									const int samples = 8;
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									const float samplesInv = PI2 * (1.0 / samples);
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									for (int i = 0; i < samples; ++i) {
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										float theta = samplesInv * (i + 0.5) + phi;
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										vec2 k = vec2(cos(theta), sin(theta)) / currentDistanceA;
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										depth = textureLod(gbufferD, texCoord + k, 0.0).r * 2.0 - 1.0;
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										// vec3 pos = getPosNoEye(eyeLook, vray, depth, cameraProj) - currentPos;
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										vec3 pos = getPos2NoEye(eye, invVP, depth, texCoord + k) - currentPos;
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										fragColor += max(0, dot(pos, n) - currentDistanceB) / (dot(pos, pos) + 0.015);
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									}
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									#ifdef _CPostprocess
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										fragColor *= (PPComp12.x * 0.3) / samples;
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									#else
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										fragColor *= (ssaoStrength * 0.3) / samples;
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									#endif
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									fragColor = 1.0 - fragColor;
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								}
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