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#define SCE_PASS_Z (1 << 1)
#define SCE_PASS_AO (1 << 6)
#define SCE_PASS_NORMAL (1 << 8)
#define SCE_PASS_MIST (1 << 14)
#define SCE_PASS_SUBSURFACE_DIRECT (1 << 28)
#define SCE_PASS_SUBSURFACE_COLOR (1 << 30)
#define ACCUMULATED_COLOR_PASSES (SCE_PASS_SUBSURFACE_DIRECT | SCE_PASS_SUBSURFACE_COLOR)
#define ACCUMULATED_VALUE_PASSES (SCE_PASS_MIST)
uniform int renderpassType;
uniform int currentSample;
uniform sampler2D inputBuffer;
out vec4 fragColor;
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
if (renderpassType == SCE_PASS_Z) {
float depth = texelFetch(depthBuffer, texel, 0).r;
if (depth == 1.0f) {
depth = 1e10;
}
else {
depth = -get_view_z_from_depth(depth);
}
fragColor.r = depth;
}
else if (renderpassType == SCE_PASS_AO) {
float ao_accum = texelFetch(inputBuffer, texel, 0).r;
fragColor = vec4(vec3(min(1.0, ao_accum / currentSample)), 1.0);
}
else if (renderpassType == SCE_PASS_NORMAL) {
float depth = texelFetch(depthBuffer, texel, 0).r;
vec2 encoded_normal = texelFetch(inputBuffer, texel, 0).rg;
/* decode the normals only when they are valid. otherwise the result buffer will be filled with
* NaN's */
if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal;
fragColor = vec4(world_normal, 1.0);
}
else {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}
else if ((renderpassType & ACCUMULATED_VALUE_PASSES) != 0) {
float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
fragColor = vec4(vec3(accumulated_value / currentSample), 1.0);
}
else if ((renderpassType & ACCUMULATED_COLOR_PASSES) != 0) {
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
fragColor = vec4(accumulated_color / currentSample, 1.0);
}
else {
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
}
}
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