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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.glsl77
1 files changed, 77 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..b7bcf5c8a8b
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -0,0 +1,77 @@
+/**
+ * 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()
+{
+ vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
+ vec2 uvs = saturate(gl_FragCoord.xy * texel_size);
+
+ 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;
+
+ vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy);
+
+ gtao_deferred(normal, viewPosition, noise, depth, visibility, bent_normal);
+
+ /* Handle Background case. Prevent artifact due to uncleared Horizon Render Target. */
+ FragColor = vec4((depth == 1.0) ? 0.0 : visibility);
+}
+
+#else
+
+#ifdef LAYERED_DEPTH
+uniform sampler2DArray depthBufferLayered;
+uniform int layer;
+# define gtao_depthBuffer depthBufferLayered
+# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c)
+
+#else
+# define gtao_depthBuffer depthBuffer
+# define gtao_textureLod(a, b, c) textureLod(a, b, c)
+
+#endif
+
+void main()
+{
+ vec2 uvs = saturate(gl_FragCoord.xy / vec2(textureSize(gtao_depthBuffer, 0).xy));
+ float depth = gtao_textureLod(gtao_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);
+ vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy);
+ vec2 max_dir = get_max_dir(viewPosition.z);
+ vec4 dirs;
+ dirs.xy = get_ao_dir(noise.x * 0.5);
+ dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5);
+
+ /* Search in 4 directions. */
+ FragColor.xy = search_horizon_sweep(dirs.xy, viewPosition, uvs, noise.y, max_dir);
+ FragColor.zw = search_horizon_sweep(dirs.zw, viewPosition, uvs, noise.y, max_dir);
+
+ /* Resize output for integer texture. */
+ FragColor = pack_horizons(FragColor);
+}
+#endif