Welcome to mirror list, hosted at ThFree Co, Russian Federation.

effect_gtao_frag.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 47fe21928b3512c6d2a2afcdb809510c2ad1a517 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85

#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)

/**
 * This shader only compute maximum horizon angles for each directions.
 * The final integration is done at the resolve stage with the shading normal.
 */

out vec4 FragColor;

uniform sampler2D normalBuffer;
#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
uniform sampler2D depthBuffer;
#  define gtao_depthBuffer depthBuffer
#  define gtao_textureLod(a, b, c) textureLod(a, b, c)

#endif

uniform float rotationOffset;

#ifdef DEBUG_AO

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

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