diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl new file mode 100644 index 00000000000..1c63051c65b --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl @@ -0,0 +1,69 @@ +/** + * This shader only compute maximum horizon angles for each directions. + * The final integration is done at the resolve stage with the shading normal. + **/ + +uniform float rotationOffset; + +out vec4 FragColor; + +#ifdef DEBUG_AO +uniform sampler2D normalBuffer; + +void main() +{ + vec4 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xyxy; + vec2 uvs = saturate(gl_FragCoord.xy * texel_size.xy); + + float depth = textureLod(depthBuffer, uvs, 0.0).r; + + vec3 viewPosition = get_view_space_from_depth(uvs, depth); + vec3 V = viewCameraVec; + vec3 normal = normal_decode(texture(normalBuffer, uvs).rg, V); + + vec3 bent_normal; + float visibility; +#if 1 + gtao_deferred(normal, viewPosition, depth, visibility, bent_normal); +#else + vec2 rand = vec2((1.0 / 4.0) * float((int(gl_FragCoord.y) & 0x1) * 2 + (int(gl_FragCoord.x) & 0x1)), 0.5); + rand = fract(rand.x + texture(utilTex, vec3(floor(gl_FragCoord.xy * 0.5) / LUT_SIZE, 2.0)).rg); + gtao(normal, viewPosition, rand, visibility, bent_normal); +#endif + denoise_ao(normal, depth, visibility, bent_normal); + + FragColor = vec4(visibility); +} + +#else +uniform float sampleNbr; + +void main() +{ + ivec2 hr_co = ivec2(gl_FragCoord.xy); + ivec2 fs_co = get_fs_co(hr_co); + + vec2 uvs = saturate((vec2(fs_co) + 0.5) / vec2(textureSize(depthBuffer, 0))); + float depth = textureLod(depthBuffer, uvs, 0.0).r; + + if (depth == 1.0) { + /* Do not trace for background */ + FragColor = vec4(0.0); + return; + } + + /* Avoid self shadowing. */ + depth = saturate(depth - 3e-6); /* Tweaked for 24bit depth buffer. */ + + vec3 viewPosition = get_view_space_from_depth(uvs, depth); + + float phi = get_phi(hr_co, fs_co, sampleNbr); + float offset = get_offset(fs_co, sampleNbr); + vec2 max_dir = get_max_dir(viewPosition.z); + + FragColor.xy = search_horizon_sweep(phi, viewPosition, uvs, offset, max_dir); + + /* Resize output for integer texture. */ + FragColor = pack_horizons(FragColor.xy).xyxy; +} +#endif |