Speed up SSAO again
Use log2(xy) = log2(x) + log2(y), and approximate log2(alpha) = log2(previous alpha) + .5. Log2 is indeed a costly instruction.
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@ -58,6 +58,7 @@ void main(void)
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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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float m = log2(r) + 6 + log2(invSamples);
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float theta = 2. * 3.14 * tau * .5 * invSamples + phi;
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float theta = 2. * 3.14 * tau * .5 * invSamples + phi;
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vec2 rotations = vec2(cos(theta), sin(theta)) * screen;
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vec2 rotations = vec2(cos(theta), sin(theta)) * screen;
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@ -69,7 +70,7 @@ void main(void)
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float h = r * alpha;
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float h = r * alpha;
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vec2 offset = h * rotations;
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vec2 offset = h * rotations;
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float m = round(log2(h) + 6);
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m = m + .5;
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ivec2 ioccluder_uv = ivec2(x, y) + ivec2(offset);
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ivec2 ioccluder_uv = ivec2(x, y) + ivec2(offset);
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if (ioccluder_uv.x < 0 || ioccluder_uv.x > screen.x || ioccluder_uv.y < 0 || ioccluder_uv.y > screen.y) continue;
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if (ioccluder_uv.x < 0 || ioccluder_uv.x > screen.x || ioccluder_uv.y < 0 || ioccluder_uv.y > screen.y) continue;
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