Use dFdX/dFdY to compute normals in SSAO.
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@ -1,4 +1,5 @@
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// From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/
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// From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/
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// and improvements here http://graphics.cs.williams.edu/papers/SAOHPG12/
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uniform sampler2D ntex;
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D dtex;
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@ -49,10 +50,11 @@ void main(void)
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vec4 cur = texture(ntex, uv);
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vec4 cur = texture(ntex, uv);
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float curdepth = texture(dtex, uv).x;
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float curdepth = texture(dtex, uv).x;
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vec4 FragPos = getPosFromUVDepth(vec3(uv, curdepth), InverseProjectionMatrix);
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vec4 FragPos = getPosFromUVDepth(vec3(uv, curdepth), InverseProjectionMatrix);
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if (FragPos.z < 0.) discard;
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// get the normal of current fragment
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// get the normal of current fragment
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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vec3 ddx = dFdx(FragPos.xyz);
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vec3 ddy = dFdy(FragPos.xyz);
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vec3 norm = normalize(cross(ddy, ddx));
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// Workaround for nvidia and skyboxes
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// Workaround for nvidia and skyboxes
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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 || curdepth > 0.9955) discard;
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if (len < 0.2 || curdepth > 0.9955) discard;
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