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/**
* Outputs convolved visibility from an input depth cubemap.
* The output is an octahedral map which encodes depth in 4 components of 1 byte each.
*/
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_bsdf_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_irradiance_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
vec3 octahedral_to_cubemap_proj(vec2 co)
{
co = co * 2.0 - 1.0;
vec2 abs_co = abs(co);
vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y));
if (abs_co.x + abs_co.y > 1.0) {
v.xy = (abs(co.yx) - 1.0) * -sign(co.xy);
}
return v;
}
float get_world_distance(float depth, vec3 coords)
{
float is_background = step(1.0, depth);
depth = get_view_z_from_depth(depth);
depth += 1e1 * is_background;
coords = normalize(abs(coords));
float cos_vec = max_v3(coords);
return depth / cos_vec;
}
void main()
{
vec2 uv = interp.coord.xy;
vec2 stored_texel_size = dFdx(uv);
/* Add a 1 pixel border all around the octahedral map to ensure filtering is correct. */
uv = (uv - stored_texel_size) / (1.0 - 2.0 * stored_texel_size);
/* Edge mirroring : only mirror if directly adjacent (not diagonally adjacent). */
vec2 m = abs(uv - 0.5) + 0.5;
vec2 f = floor(m);
if (f.x - f.y != 0.0) {
uv = 1.0 - uv;
}
uv = fract(uv);
vec3 T, B, N;
N = normalize(octahedral_to_cubemap_proj(uv));
make_orthonormal_basis(N, T, B);
vec2 accum = vec2(0.0);
for (float i = 0; i < filter_buf.sample_count; i++) {
vec3 Xi = sample_cylinder(hammersley_2d(i, filter_buf.sample_count));
vec3 dir = sample_uniform_cone(Xi, M_PI_2 * filter_buf.visibility_blur, N, T, B);
float depth = texture(depth_tx, dir).r;
depth = get_world_distance(depth, dir);
accum += vec2(depth, depth * depth);
}
out_visibility = visibility_encode(abs(accum / filter_buf.sample_count),
filter_buf.visibility_range);
}
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