Eevee : Fix T52991
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@@ -3,6 +3,26 @@
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* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
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* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx */
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#if defined(MESH_SHADER)
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# if !defined(USE_ALPHA_HASH)
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# if !defined(USE_ALPHA_CLIP)
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# if !defined(SHADOW_SHADER)
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# if !defined(USE_MULTIPLY)
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# if !defined(USE_ALPHA_BLEND)
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# define ENABLE_DEFERED_AO
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# endif
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# endif
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# endif
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# endif
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# endif
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#endif
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#ifndef ENABLE_DEFERED_AO
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# if defined(STEP_RESOLVE)
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# define ENABLE_DEFERED_AO
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# endif
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#endif
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#define MAX_PHI_STEP 32
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#define MAX_SEARCH_ITER 32
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#define MAX_LOD 6.0
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@@ -327,13 +347,7 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, ou
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float visibility;
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vec3 vnor = mat3(ViewMatrix) * N;
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#if (defined(MESH_SHADER) && \
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!defined(USE_ALPHA_HASH) && \
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!defined(USE_ALPHA_CLIP) && \
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!defined(SHADOW_SHADER) && \
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!defined(USE_MULTIPLY) && \
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!defined(USE_ALPHA_BLEND)) \
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|| defined(STEP_RESOLVE)
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#ifdef ENABLE_DEFERED_AO
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gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal);
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#else
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gtao(vnor, vpos, randuv, visibility, bent_normal);
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