/** * 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, 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