Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
78 lines
2.1 KiB
GLSL
78 lines
2.1 KiB
GLSL
/**
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* This shader only compute maximum horizon angles for each directions.
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* The final integration is done at the resolve stage with the shading normal.
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*/
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uniform float rotationOffset;
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out vec4 FragColor;
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#ifdef DEBUG_AO
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uniform sampler2D normalBuffer;
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void main()
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{
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vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
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vec2 uvs = saturate(gl_FragCoord.xy * texel_size);
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float depth = textureLod(depthBuffer, uvs, 0.0).r;
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vec3 viewPosition = get_view_space_from_depth(uvs, depth);
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vec3 V = viewCameraVec;
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vec3 normal = normal_decode(texture(normalBuffer, uvs).rg, V);
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vec3 bent_normal;
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float visibility;
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vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy);
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gtao_deferred(normal, noise, depth, visibility, bent_normal);
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/* Handle Background case. Prevent artifact due to uncleared Horizon Render Target. */
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FragColor = vec4((depth == 1.0) ? 0.0 : visibility);
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}
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#else
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# ifdef LAYERED_DEPTH
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uniform sampler2DArray depthBufferLayered;
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uniform int layer;
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# define gtao_depthBuffer depthBufferLayered
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# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c)
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# else
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# define gtao_depthBuffer depthBuffer
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# define gtao_textureLod(a, b, c) textureLod(a, b, c)
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# endif
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void main()
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{
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vec2 uvs = saturate(gl_FragCoord.xy / vec2(textureSize(gtao_depthBuffer, 0).xy));
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float depth = gtao_textureLod(gtao_depthBuffer, uvs, 0.0).r;
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if (depth == 1.0) {
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/* Do not trace for background */
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FragColor = vec4(0.0);
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return;
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}
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/* Avoid self shadowing. */
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depth = saturate(depth - 3e-6); /* Tweaked for 24bit depth buffer. */
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vec3 viewPosition = get_view_space_from_depth(uvs, depth);
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vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy);
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vec2 max_dir = get_max_dir(viewPosition.z);
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vec4 dirs;
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dirs.xy = get_ao_dir(noise.x * 0.5);
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dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5);
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/* Search in 4 directions. */
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FragColor.xy = search_horizon_sweep(dirs.xy, viewPosition, uvs, noise.y, max_dir);
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FragColor.zw = search_horizon_sweep(dirs.zw, viewPosition, uvs, noise.y, max_dir);
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/* Resize output for integer texture. */
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FragColor = pack_horizons(FragColor);
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}
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#endif
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