2a1623d8ca
Also use the opportunity to use UBO where possible.
79 lines
2.6 KiB
GLSL
79 lines
2.6 KiB
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D noise_texture;
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uniform vec4 samplePoints[16];
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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};
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#endif
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in vec2 uv;
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out float AO;
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const float strengh = 5.;
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const float radius = 1.f;
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#define SAMPLES 16
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const float invSamples = strengh / SAMPLES;
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vec3 rand(vec2 co)
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{
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float noiseX = clamp(fract(sin(dot(co ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
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float noiseY = clamp(fract(sin(dot(co ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
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return vec3(noiseX, noiseY, length(texture(noise_texture, co * pow(3.14159265359, 2.)).xyz));
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}
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main(void)
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{
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vec4 cur = texture(ntex, uv);
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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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// get the normal of current fragment
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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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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if (len < 0.2 || curdepth > 0.9955) discard;
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// Make a tangent as random as possible
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vec3 randvect = rand(uv);
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vec3 tangent = normalize(cross(norm, randvect));
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vec3 bitangent = cross(norm, tangent);
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float bl = 0.0;
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for(int i = 0; i < SAMPLES; ++i) {
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vec3 sampleDir = samplePoints[i].x * tangent + samplePoints[i].y * bitangent + samplePoints[i].z * norm;
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sampleDir *= samplePoints[i].w;
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vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
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vec4 sampleProj = ProjectionMatrix * samplePos;
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sampleProj /= sampleProj.w;
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bool isInsideTexture = (sampleProj.x > -1.) && (sampleProj.x < 1.) && (sampleProj.y > -1.) && (sampleProj.y < 1.);
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// get the depth of the occluder fragment
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float occluderFragmentDepth = texture(dtex, (sampleProj.xy * 0.5) + 0.5).x;
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// Position of the occluder fragment in worldSpace
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vec4 occluderPos = getPosFromUVDepth(vec3((sampleProj.xy * 0.5) + 0.5, occluderFragmentDepth), InverseProjectionMatrix);
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bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius);
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bl += isOccluded ? samplePoints[i].z * smoothstep(5 * radius, 0, distance(samplePos, FragPos)) : 0.;
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}
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AO = max(1.0 - bl * invSamples, 0.);
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}
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