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| ** Copyright (C) 2014 NVIDIA Corporation. |
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| |
| #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB |
| #define SSAO_CUSTOM_MATERIAL_GLSLLIB |
| #if QSSG_ENABLE_SSAO || QSSG_ENABLE_SSDO |
| |
| #include "viewProperties.glsllib" |
| #if QSSG_ENABLE_SSDO |
| #include "screenSpaceDO.glsllib" |
| |
| layout (std140) uniform aoShadow { |
| vec4 aoProperties; |
| vec4 aoProperties2; |
| vec4 shadowProperties; |
| vec4 aoScreenConst; |
| vec4 uvToEyeConst; |
| }; |
| |
| uniform sampler2D depthTexture; |
| #endif |
| uniform sampler2D aoTexture; |
| |
| #endif // QSSG_ENABLE_SSAO || QSSG_ENABLE_SSDO |
| |
| #if QSSG_ENABLE_SSAO |
| |
| float customMaterialAO() |
| { |
| #if QSSG_ENABLE_SSDO |
| vec2 smpUV = (gl_FragCoord.xy) * aoScreenConst.zw; |
| #else |
| ivec2 iSize = textureSize(aoTexture, 0); |
| vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize); |
| #endif |
| return texture(aoTexture, smpUV).x; |
| } |
| |
| #else |
| |
| float customMaterialAO() |
| { |
| return 1.0; |
| } |
| |
| #endif |
| |
| #if QSSG_ENABLE_SSDO |
| |
| float customMaterialShadow( vec3 lightDir, vec3 varWorldPos ) |
| { |
| return shadowOcclusion( depthTexture, lightDir, varWorldPos, viewMatrix, viewProjectionMatrix, shadowProperties, cameraProperties, aoScreenConst, uvToEyeConst ); |
| } |
| |
| #else |
| |
| float customMaterialShadow( vec3 lightDir, vec3 varWorldPos ) |
| { |
| return 1.0; |
| } |
| |
| #endif |
| |
| #endif // #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB |