/** * 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