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#ifndef VOLUMETRICS
void node_ambient_occlusion(vec4 color,
float dist,
vec3 normal,
const float inverted,
const float sample_count,
out vec4 result_color,
out float result_ao)
{
vec3 bent_normal;
vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
OcclusionData data = occlusion_search(viewPosition, maxzBuffer, dist, inverted, sample_count);
vec3 V = cameraVec(worldPosition);
vec3 N = normalize(normal);
vec3 Ng = safe_normalize(cross(dFdx(worldPosition), dFdy(worldPosition)));
vec3 unused;
occlusion_eval(data, V, N, Ng, inverted, result_ao, unused);
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, f) (e = vec4(0); f = 0.0)
#endif
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