Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
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1043 changed files with 1207 additions and 1201 deletions
25
data/shaders/glsl/ssao/blur.frag
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data/shaders/glsl/ssao/blur.frag
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#version 450
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layout (binding = 0) uniform sampler2D samplerSSAO;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out float outFragColor;
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void main()
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{
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const int blurRange = 2;
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int n = 0;
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vec2 texelSize = 1.0 / vec2(textureSize(samplerSSAO, 0));
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float result = 0.0;
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for (int x = -blurRange; x < blurRange; x++)
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{
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for (int y = -blurRange; y < blurRange; y++)
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{
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vec2 offset = vec2(float(x), float(y)) * texelSize;
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result += texture(samplerSSAO, inUV + offset).r;
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n++;
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}
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}
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outFragColor = result / (float(n));
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}
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data/shaders/glsl/ssao/blur.frag.spv
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data/shaders/glsl/ssao/blur.frag.spv
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data/shaders/glsl/ssao/composition.frag
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data/shaders/glsl/ssao/composition.frag
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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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int ssao;
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int ssaoOnly;
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int ssaoBlur;
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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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vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
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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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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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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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vec3 baseColor = albedo.rgb * NdotL;
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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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outFragColor.rgb *= baseColor;
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}
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else
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{
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outFragColor.rgb = baseColor;
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}
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}
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}
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data/shaders/glsl/ssao/composition.frag.spv
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data/shaders/glsl/ssao/composition.frag.spv
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data/shaders/glsl/ssao/fullscreen.vert
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data/shaders/glsl/ssao/fullscreen.vert
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#version 450
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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data/shaders/glsl/ssao/fullscreen.vert.spv
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data/shaders/glsl/ssao/fullscreen.vert.spv
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data/shaders/glsl/ssao/gbuffer.frag
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data/shaders/glsl/ssao/gbuffer.frag
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#version 450
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inPos;
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layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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const float NEAR_PLANE = 0.1f; //todo: specialization const
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const float FAR_PLANE = 64.0f; //todo: specialization const
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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void main()
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{
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outPosition = vec4(inPos, linearDepth(gl_FragCoord.z));
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outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0);
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outAlbedo = vec4(inColor * 2.0, 1.0);
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}
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data/shaders/glsl/ssao/gbuffer.frag.spv
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data/shaders/glsl/ssao/gbuffer.frag.spv
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data/shaders/glsl/ssao/gbuffer.vert
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data/shaders/glsl/ssao/gbuffer.vert
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec3 outPos;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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outUV = inUV;
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// Vertex position in view space
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outPos = vec3(ubo.view * ubo.model * inPos);
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// Normal in view space
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mat3 normalMatrix = transpose(inverse(mat3(ubo.view * ubo.model)));
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outNormal = normalMatrix * inNormal;
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outColor = inColor;
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}
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data/shaders/glsl/ssao/gbuffer.vert.spv
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data/shaders/glsl/ssao/gbuffer.vert.spv
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data/shaders/glsl/ssao/ssao.frag
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data/shaders/glsl/ssao/ssao.frag
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#version 450
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layout (binding = 0) uniform sampler2D samplerPositionDepth;
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layout (binding = 1) uniform sampler2D samplerNormal;
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layout (binding = 2) uniform sampler2D ssaoNoise;
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layout (constant_id = 0) const int SSAO_KERNEL_SIZE = 64;
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layout (constant_id = 1) const float SSAO_RADIUS = 0.5;
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layout (binding = 3) uniform UBOSSAOKernel
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{
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vec4 samples[SSAO_KERNEL_SIZE];
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} uboSSAOKernel;
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layout (binding = 4) uniform UBO
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{
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mat4 projection;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out float outFragColor;
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerPositionDepth, inUV).rgb;
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vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
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// Get a random vector using a noise lookup
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ivec2 texDim = textureSize(samplerPositionDepth, 0);
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ivec2 noiseDim = textureSize(ssaoNoise, 0);
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const vec2 noiseUV = vec2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * inUV;
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vec3 randomVec = texture(ssaoNoise, noiseUV).xyz * 2.0 - 1.0;
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// Create TBN matrix
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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vec3 bitangent = cross(tangent, normal);
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mat3 TBN = mat3(tangent, bitangent, normal);
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// Calculate occlusion value
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float occlusion = 0.0f;
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// remove banding
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const float bias = 0.01f;
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for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
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{
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vec3 samplePos = TBN * uboSSAOKernel.samples[i].xyz;
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samplePos = fragPos + samplePos * SSAO_RADIUS;
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// project
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vec4 offset = vec4(samplePos, 1.0f);
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offset = ubo.projection * offset;
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5f + 0.5f;
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float sampleDepth = -texture(samplerPositionDepth, offset.xy).w;
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#define RANGE_CHECK 1
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#ifdef RANGE_CHECK
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// Range check
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float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0f : 0.0f) * rangeCheck;
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#else
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0f : 0.0f);
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#endif
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}
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occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));
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outFragColor = occlusion;
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}
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data/shaders/glsl/ssao/ssao.frag.spv
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data/shaders/glsl/ssao/ssao.frag.spv
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