blob: eb946ce2084509feae374ee4fd37e7dff4a12c88 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2014 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#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