[2882] | 1 | ////////////////////
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[2884] | 2 | // SSAO + color bleeding shader
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[2882] | 3 | // based on shader of Alexander Kusternig
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| 4 |
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[2884] | 5 | #include "../shaderenv.h"
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[2882] | 6 |
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| 7 |
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| 8 | struct fragment
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| 9 | {
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| 10 | // normalized screen position
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| 11 | float4 pos: WPOS;
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| 12 | float4 texCoord: TEXCOORD0;
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| 13 | float3 view: COLOR0;
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| 14 | };
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| 15 |
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| 16 |
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| 17 |
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| 18 | struct pixel2
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| 19 | {
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| 20 | float4 ssao_col: COLOR0;
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| 21 | float4 illum_col: COLOR1;
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| 22 | };
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| 23 |
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| 24 |
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| 25 | struct pixel
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| 26 | {
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| 27 | float4 illum_col: COLOR0;
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| 28 | };
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| 29 |
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| 30 |
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[2891] | 31 | float2 myreflect(float2 pt, float2 n)
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[2882] | 32 | {
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| 33 | // distance to plane
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| 34 | float d = dot(n, pt);
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| 35 | // reflect around plane
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| 36 | float2 rpt = pt - d * 2.0f * n;
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| 37 | return rpt;
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| 38 | }
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| 39 |
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| 40 | /** Computes diffuse reflections + ambient occlusion
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| 41 | */
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| 42 | float4 globIllum(fragment IN,
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| 43 | uniform sampler2D colors,
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| 44 | uniform sampler2D positions,
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| 45 | uniform sampler2D noiseTexture,
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| 46 | uniform float2 samples[NUM_SAMPLES],
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| 47 | uniform float3 currentNormal,
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| 48 | uniform float3 currentViewDir,
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| 49 | uniform float noiseMultiplier,
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| 50 | uniform float4 centerPosition
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| 51 | )
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| 52 | {
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| 53 | // the w coordinate from the persp. projection
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| 54 | float w = centerPosition.w;
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| 55 |
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| 56 | // Check in a circular area around the current position.
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| 57 | // Shoot vectors to the positions there, and check the angle to these positions.
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| 58 | // Summing up these angles gives an estimation of the occlusion at the current position.
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| 59 |
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| 60 | // ao is in stored in the w component
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| 61 | float4 total_color = float4(0, 0, 0, 1);
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| 62 |
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| 63 |
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| 64 | ////////////
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| 65 | //-- the main sampling loop
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| 66 |
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| 67 | for (int i = 0; i < NUM_SAMPLES; i ++)
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| 68 | {
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[2891] | 69 | //float2 offset = samples[i];
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| 70 | float3 offset = float3(samples[i], 0);
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[2882] | 71 |
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| 72 | //sample noisetex; r stores costheta, g stores sintheta
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[2891] | 73 | //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;
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| 74 | float3 mynoise = float3(tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy, 0);
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[2882] | 75 |
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| 76 | // rotation
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| 77 | float2 offsetTransformed = reflect(offset, mynoise);
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| 78 |
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| 79 | // weight with projected coordinate to reach similar kernel size for near and far
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| 80 | float2 texcoord = IN.texCoord.xy + offsetTransformed * AREA_SIZE * w;
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| 81 |
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| 82 | // use lower lod level to improve cache coherence
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| 83 | float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 1)).xyz;
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| 84 | float3 sample_color = tex2Dlod(colors, float4(texcoord, 0, 2)).xyz;
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| 85 |
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| 86 | float3 vector_to_sample = sample_position - centerPosition.xyz;
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| 87 | const float length_to_sample = length(vector_to_sample);
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| 88 |
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| 89 | float3 direction_to_sample = vector_to_sample / length_to_sample;
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| 90 |
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| 91 | // Angle between current normal and direction to sample controls AO intensity.
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| 92 | float cos_angle = max(dot(direction_to_sample, currentNormal), 0);
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| 93 |
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| 94 | // distance between current position and sample position controls AO intensity.
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| 95 | const float distance_intensity =
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| 96 | (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
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| 97 |
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| 98 | // if normal perpenticular to view dir, only half of the samples count
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[2887] | 99 | //const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
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| 100 | //total_color.w -= cos_angle * distance_intensity * view_correction;
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| 101 | //total_color.xyz += cos_angle * distance_intensity * view_correction * sample_color * ILLUM_INTENSITY;
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[2882] | 102 |
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[2887] | 103 | total_color.w -= cos_angle * distance_intensity;
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| 104 | total_color.xyz += cos_angle * distance_intensity * sample_color * ILLUM_INTENSITY;
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[2882] | 105 | }
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| 106 |
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| 107 | return saturate(total_color);
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| 108 | }
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| 109 |
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| 110 |
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| 111 | /** The mrt shader for screen space ambient occlusion + indirect illumination
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| 112 | */
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| 113 | pixel2 main(fragment IN,
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| 114 | uniform sampler2D colors,
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| 115 | uniform sampler2D positions,
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| 116 | uniform sampler2D normals,
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| 117 | uniform sampler2D noiseTexture,
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| 118 | uniform float2 samples[NUM_SAMPLES],
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| 119 | uniform float noiseMultiplier,
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| 120 | uniform sampler2D oldSsaoTex,
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| 121 | uniform sampler2D oldIllumTex,
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| 122 | const uniform float4x4 oldModelViewProj,
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| 123 | uniform float maxDepth,
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| 124 | uniform float expFactor
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| 125 | )
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| 126 | {
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| 127 | pixel2 OUT;
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| 128 |
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| 129 | float4 norm = tex2D(normals, IN.texCoord.xy);
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| 130 |
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| 131 | // the ambient term
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| 132 | const float amb = norm.w;
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| 133 |
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| 134 | // expand normal
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| 135 | float3 normal = normalize(norm.xyz);
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[2891] | 136 |
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[2882] | 137 | /// the current view direction
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[2891] | 138 | float3 viewDir;// = normalize(IN.view);
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[2882] | 139 |
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| 140 | // the current world position
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| 141 | const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
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| 142 |
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| 143 | // the current color
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| 144 | const float4 currentCol = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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| 145 | // the current depth is stored in the w component
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| 146 | const float currentDepth = currentCol.w;
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| 147 |
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| 148 | float4 new_color = globIllum(IN, colors, positions, noiseTexture,
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| 149 | samples, normal, viewDir, noiseMultiplier, centerPosition);
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| 150 |
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| 151 |
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| 152 | /////////////////
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| 153 | //-- compute temporally smoothing
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| 154 |
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| 155 | float4 realPos = centerPosition * maxDepth;
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| 156 | realPos.w = 1.0f;
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| 157 |
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| 158 | float4 oldPos = mul(oldModelViewProj, realPos);
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| 159 |
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| 160 | const float newDepth = oldPos.z / oldPos.w;
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| 161 |
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| 162 | float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
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| 163 |
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| 164 | float4 oldSsao = tex2D(oldSsaoTex, tex);
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| 165 | float4 oldIllum = tex2D(oldIllumTex, tex);
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| 166 |
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| 167 | const float oldDepth = oldSsao.w;
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| 168 | const float depthDif = 1.0f - newDepth / oldDepth;
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| 169 |
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| 170 |
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| 171 | if ((tex.x >= 0.0f) && (tex.x < 1.0f) &&
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| 172 | (tex.y >= 0.0f) && (tex.y < 1.0f) &&
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| 173 | (abs(depthDif) < 1e-3f))
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| 174 | {
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| 175 | OUT.ssao_col.x = new_color.w * expFactor + oldSsao.x * (1.0f - expFactor);
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| 176 | OUT.illum_col = new_color * expFactor + oldIllum * (1.0f - expFactor);
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| 177 | }
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| 178 | else
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| 179 | {
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| 180 | OUT.ssao_col.x = new_color.w;
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| 181 | OUT.illum_col = new_color;
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| 182 | }
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| 183 |
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| 184 | OUT.ssao_col.w = currentDepth;
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| 185 |
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| 186 | return OUT;
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| 187 | }
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| 188 |
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| 189 |
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[2880] | 190 | pixel combine(fragment IN,
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| 191 | uniform sampler2D colors,
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| 192 | uniform sampler2D ssaoTex,
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| 193 | uniform sampler2D illumTex
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| 194 | )
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| 195 | {
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| 196 | pixel OUT;
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| 197 |
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| 198 | float4 col = tex2D(colors, IN.texCoord.xy);
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| 199 | float ao = tex2D(ssaoTex, IN.texCoord.xy).x;
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| 200 | float4 illum = tex2D(illumTex, IN.texCoord.xy);
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| 201 |
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[2882] | 202 | OUT.illum_col = (col + illum) * ao;
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[2884] | 203 | OUT.illum_col.w = col.w;
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[2880] | 204 |
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| 205 | return OUT;
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| 206 | }
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