1 | #include "../shaderenv.h"
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2 |
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3 | ////////////////////
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4 | // Screen Spaced Ambient Occlusion shader
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5 | // based on shader of Alexander Kusternig
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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 | float2 texCoord: TEXCOORD0;
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13 | float3 view: TEXCOORD1;
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14 | };
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15 |
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16 |
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17 | struct pixel
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18 | {
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19 | float4 illum_col: COLOR0;
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20 | };
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21 |
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22 |
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23 | float3 myreflect(float3 pt, float3 n)
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24 | {
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25 | // distance to plane
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26 | float d = dot(n, pt);
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27 | // reflect around plane
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28 | float3 rpt = pt - d * 2.0f * n;
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29 |
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30 | return rpt;
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31 | }
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32 |
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33 |
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34 | /** The ssao shader returning the an intensity value between 0 and 1
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35 | */
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36 | float ssao(fragment IN,
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37 | uniform sampler2D positions,
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38 | uniform sampler2D noiseTexture,
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39 | uniform float3 samples[NUM_SAMPLES],
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40 | uniform float3 currentNormal,
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41 | uniform float3 currentViewDir,
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42 | uniform float4 centerPosition,
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43 | const uniform float4x4 modelViewProj,
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44 | const float4 realPos
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45 | )
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46 | {
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47 | // the w coordinate from the persp. projection
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48 | const float w = centerPosition.w;
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49 |
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50 | // Check in a circular area around the current position.
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51 | // Shoot vectors to the positions there, and check the angle to these positions.
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52 | // Summing up these angles gives an estimation of the occlusion at the current position.
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53 |
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54 | float total_ao = 0.0;
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55 |
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56 | float j = 0.0f;
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57 |
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58 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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59 | {
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60 | const float3 offset = samples[i];
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61 |
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62 | ////////////////////
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63 | // add random noise: r stores costheta, g stores sintheta
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64 |
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65 | float3 mynoise = (float3)tex2D(noiseTexture, IN.texCoord.xy);
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66 | const float3 offsetTransformed = myreflect(offset, mynoise) * SAMPLE_RADIUS;
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67 | //const float3 offsetTransformed = offset * SAMPLE_RADIUS;
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68 |
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69 | // compute position
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70 | const float4 offsetPos = float4(offsetTransformed + realPos.xyz, 1.0f);
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71 | const float4 projPos = mul(modelViewProj, offsetPos);
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72 | const float2 texcoord = projPos.xy / projPos.w;
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73 |
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74 | if ((texcoord.x <= 1.0f) || (texcoord.x >= 0.0f) || (texcoord.y <= 1.0f) || (texcoord.y >= 0.0f))
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75 | {
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76 | ++ j;
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77 | // sample downsampled texture in order to speed up texture accesses
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78 | float3 sample_position = tex2Dlod(positions, float4(texcoord, 0, 0)).xyz;
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79 | //float3 sample_position = tex2D(positions, texcoord).xyz;
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80 |
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81 | float3 vector_to_sample = sample_position - centerPosition.xyz;
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82 | const float length_to_sample = length(vector_to_sample);
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83 |
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84 | float3 direction_to_sample = vector_to_sample / length_to_sample;
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85 |
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86 | // angle between current normal and direction to sample controls AO intensity.
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87 | const float cos_angle = max(dot(direction_to_sample, currentNormal), 0.0f);
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88 |
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89 | // distance between current position and sample position controls AO intensity.
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90 | const float distance_intensity =
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91 | (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample);
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92 |
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93 | // if surface normal perpenticular to view dir, approx. half of the samples will not count
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94 | // => compensate for this (on the other hand, projected sampling area could be larger!)
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95 | //const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal));
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96 | //total_ao += cos_angle * distance_intensity * view_correction;
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97 |
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98 | total_ao += cos_angle * distance_intensity;
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99 | }
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100 | }
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101 |
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102 | total_ao /= j;
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103 |
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104 | return max(0.0f, 1.0f - total_ao);
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105 | //return saturate(dot(currentViewDir, currentNormal));
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106 | }
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107 |
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108 |
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109 | /** The mrt shader for screen space ambient occlusion
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110 | */
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111 | pixel main(fragment IN,
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112 | uniform sampler2D colors,
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113 | uniform sampler2D positions,
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114 | uniform sampler2D normals,
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115 | uniform sampler2D noiseTexture,
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116 | uniform float3 samples[NUM_SAMPLES],
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117 | uniform sampler2D oldTex,
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118 | const uniform float4x4 oldModelViewProj,
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119 | const uniform float4x4 modelViewProj,
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120 | uniform float maxDepth,
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121 | uniform float temporalCoherence
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122 | )
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123 | {
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124 | pixel OUT;
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125 |
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126 | float4 norm = tex2D(normals, IN.texCoord.xy);
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127 |
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128 | // the ambient term
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129 | const float amb = norm.w;
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130 |
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131 | // expand normal
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132 | float3 normal = normalize(norm.xyz);
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133 |
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134 | /// the current view direction
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135 | float3 viewDir;// = normalize(IN.view);
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136 |
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137 | // the current world position
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138 | const float4 centerPosition = tex2D(positions, IN.texCoord.xy);
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139 |
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140 | // the current color
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141 | const float4 currentCol = tex2D(colors, IN.texCoord.xy);
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142 | const float currentDepth = currentCol.w;
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143 |
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144 | float4 realPos = centerPosition * maxDepth;
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145 | realPos.w = 1.0f;
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146 |
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147 | const float ao = ssao(IN, positions, noiseTexture, samples, normal, viewDir, centerPosition, mymodelViewProj, realPos);
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148 | //const float ao = ssao(IN, positions, samples, normal, viewDir, centerPosition, mymodelViewProj, realPos);
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149 |
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150 |
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151 | /////////////////
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152 | //-- compute temporally smoothing
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153 |
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154 | // reproject
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155 | float4 oldPos = mul(oldModelViewProj, realPos);
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156 |
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157 | const float newDepth = oldPos.z / oldPos.w;
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158 |
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159 | float2 tex = (oldPos.xy / oldPos.w) * 0.5f + 0.5f;
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160 | float4 oldCol = tex2D(oldTex, tex);
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161 |
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162 | const float oldDepth = oldCol.w;
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163 | const float depthDif = 1.0f - newDepth / oldDepth;
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164 |
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165 | float oldWeight = clamp(oldCol.z, 0, temporalCoherence);
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166 | float newWeight;
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167 |
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168 | if ((temporalCoherence > 0) &&
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169 | (tex.x >= 0.0f) && (tex.x < 1.0f) &&
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170 | (tex.y >= 0.0f) && (tex.y < 1.0f) &&
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171 | (abs(depthDif) < 1e-3f))
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172 | {
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173 | newWeight = oldWeight + 1;
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174 |
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175 | //OUT.illum_col = (float4)ao * expFactor + oldCol.x * (1.0f - expFactor);
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176 | OUT.illum_col = (float4)(ao + oldCol.x * oldWeight) / newWeight;
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177 | }
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178 | else
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179 | {
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180 | OUT.illum_col = (float4)ao;
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181 | newWeight = 0;
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182 | }
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183 |
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184 |
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185 | OUT.illum_col.z = newWeight;
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186 | OUT.illum_col.w = currentDepth;
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187 |
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188 | return OUT;
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189 | }
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190 |
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191 |
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192 | pixel combine(fragment IN,
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193 | uniform sampler2D colors,
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194 | uniform sampler2D ssaoTex)
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195 | {
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196 | pixel OUT;
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197 |
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198 | float4 col = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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199 | float4 ao = tex2D(ssaoTex, IN.texCoord.xy);
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200 |
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201 | //OUT.illum_col = col * ao.x;
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202 | OUT.illum_col = (float4)ao.x;
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203 |
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204 | OUT.illum_col.w = ao.w;
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205 |
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206 | return OUT;
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207 | } |
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