2016-10-28 21:16:21 +02:00
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#version 450
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layout (binding = 0) uniform sampler2D samplerposition;
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layout (binding = 1) uniform sampler2D samplerNormal;
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layout (binding = 2) uniform sampler2D samplerAlbedo;
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layout (binding = 3) uniform sampler2D samplerSSAO;
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layout (binding = 4) uniform sampler2D samplerSSAOBlur;
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layout (binding = 5) uniform UBO
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{
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mat4 _dummy;
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2017-11-01 14:22:10 +01:00
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int ssao;
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int ssaoOnly;
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int ssaoBlur;
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2016-10-28 21:16:21 +02:00
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} uboParams;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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2016-10-29 13:18:20 +02:00
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vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
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2016-10-28 21:16:21 +02:00
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vec4 albedo = texture(samplerAlbedo, inUV);
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float ssao = (uboParams.ssaoBlur == 1) ? texture(samplerSSAOBlur, inUV).r : texture(samplerSSAO, inUV).r;
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2016-10-29 13:18:20 +02:00
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vec3 lightPos = vec3(0.0);
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vec3 L = normalize(lightPos - fragPos);
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float NdotL = max(0.5, dot(normal, L));
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2016-10-28 21:16:21 +02:00
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if (uboParams.ssaoOnly == 1)
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{
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outFragColor.rgb = ssao.rrr;
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}
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else
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{
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2016-10-29 13:18:20 +02:00
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vec3 baseColor = albedo.rgb * NdotL;
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2016-10-28 21:16:21 +02:00
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if (uboParams.ssao == 1)
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{
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outFragColor.rgb = ssao.rrr;
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if (uboParams.ssaoOnly != 1)
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2016-10-29 13:18:20 +02:00
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outFragColor.rgb *= baseColor;
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2016-10-28 21:16:21 +02:00
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}
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else
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{
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2016-10-29 13:18:20 +02:00
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outFragColor.rgb = baseColor;
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2016-10-28 21:16:21 +02:00
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}
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}
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}
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