SSAO: Use int rounding
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229b72f84a
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@ -5,6 +5,7 @@ uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D dtex;
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uniform sampler2D noise_texture;
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uniform sampler2D noise_texture;
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uniform vec4 samplePoints[16];
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uniform vec4 samplePoints[16];
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uniform vec2 screen = vec2(1680, 1050);
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#ifdef UBO_DISABLED
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ViewMatrix;
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@ -26,11 +27,11 @@ in vec2 uv;
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out float AO;
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out float AO;
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const float sigma = 1.;
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const float sigma = 1.;
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const float tau = 7.;
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const float tau = 2.;
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const float beta = 0.0001;
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const float beta = 0.0001;
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const float epsilon = .00001;
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const float epsilon = .00001;
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const float radius = 2.;
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const float radius = 1.;
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const float k = 1.5;
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const float k = 1.;
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#define SAMPLES 16
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#define SAMPLES 16
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@ -53,7 +54,7 @@ void main(void)
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float len = dot(vec3(1.0), abs(cur.xyz));
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float len = dot(vec3(1.0), abs(cur.xyz));
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if (len < 0.2) discard;
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if (len < 0.2) discard;
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int x = int(1024. * uv.x), y = int(1024. * uv.y);
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int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
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float r = radius / FragPos.z;
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float r = radius / FragPos.z;
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float phi = 30. * (x ^ y) + 10. * x * y;
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float phi = 30. * (x ^ y) + 10. * x * y;
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float bl = 0.0;
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float bl = 0.0;
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@ -62,13 +63,16 @@ void main(void)
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float alpha = (i + .5) * invSamples;
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float alpha = (i + .5) * invSamples;
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float theta = 2. * 3.14 * tau * alpha + phi;
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float theta = 2. * 3.14 * tau * alpha + phi;
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float h = r * alpha;
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float h = r * alpha;
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vec2 occluder_uv = h * vec2(cos(theta), sin(theta));
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vec2 occluder_uv = h * vec2(cos(theta), sin(theta)) * screen;
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occluder_uv += uv;
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occluder_uv += gl_FragCoord.xy;
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float m = round(log2(h)) + 7;
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ivec2 ioccluder_uv = ivec2(occluder_uv);
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occluder_uv = (ioccluder_uv >> int(m)) << int(m);
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occluder_uv /= screen;
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if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue;
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if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue;
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float m = round(log2(h)) + 7.;
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float occluderFragmentDepth = textureLod(dtex, occluder_uv, m).x;
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float occluderFragmentDepth = textureLod(dtex, occluder_uv, m).x;
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vec4 OccluderPos = getPosFromUVDepth(vec3(occluder_uv, occluderFragmentDepth), InverseProjectionMatrix);
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vec4 OccluderPos = getPosFromUVDepth(vec3(occluder_uv, occluderFragmentDepth), InverseProjectionMatrix);
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