#ifndef VOLUMETRICS void node_ambient_occlusion( vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao) { vec3 bent_normal; vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal); result_color = result_ao * color; } #else /* Stub ambient occlusion because it is not compatible with volumetrics. */ # define node_ambient_occlusion(a, b, c, d, e) (e = CLOSURE_DEFAULT) #endif