Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts: # src/Engine/Rendering/DrawFinalPass.cpp
This commit is contained in:
@@ -19,6 +19,8 @@ void main()
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
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vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
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//hdrColor = hdrColor * SSAO;
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hdrColor += bloomColor;
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hdrColorLowRes;
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@@ -33,7 +35,6 @@ void main()
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//gamme correction
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result = pow(result, vec3(1.0 / Gamma));
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fragmentColor = vec4(result, 1.0);
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//fragmentColor = hdrColor;
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//fragmentColor = bloomColor;
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@@ -1,5 +1,7 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -15,10 +17,11 @@ uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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uniform vec2 SpecularUVRepeat;
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uniform vec2 GlowUVRepeat;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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layout (binding = 3) uniform sampler2D GlowMapTexture;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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#define TILE_SIZE 16
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@@ -120,6 +123,8 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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@@ -134,7 +139,7 @@ void main()
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
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totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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@@ -152,8 +157,8 @@ void main()
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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totalLighting.Diffuse += light_result.Diffuse;
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totalLighting.Specular += light_result.Specular;
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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}
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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@@ -1,5 +1,7 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -23,19 +25,20 @@ uniform vec2 SpecularUVRepeat3;
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uniform vec2 GlowUVRepeat1;
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uniform vec2 GlowUVRepeat2;
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uniform vec2 GlowUVRepeat3;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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layout (binding = 3) uniform sampler2D DiffuseTexture3;
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layout (binding = 4) uniform sampler2D NormalMapTexture1;
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layout (binding = 5) uniform sampler2D NormalMapTexture2;
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layout (binding = 6) uniform sampler2D NormalMapTexture3;
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layout (binding = 7) uniform sampler2D SpecularMapTexture1;
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layout (binding = 8) uniform sampler2D SpecularMapTexture2;
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layout (binding = 9) uniform sampler2D SpecularMapTexture3;
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layout (binding = 10) uniform sampler2D GlowMapTexture1;
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layout (binding = 11) uniform sampler2D GlowMapTexture2;
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layout (binding = 12) uniform sampler2D GlowMapTexture3;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 1) uniform sampler2D SplatMapTexture;
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layout (binding = 2) uniform sampler2D DiffuseTexture1;
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layout (binding = 3) uniform sampler2D DiffuseTexture2;
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layout (binding = 4) uniform sampler2D DiffuseTexture3;
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layout (binding = 5) uniform sampler2D NormalMapTexture1;
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layout (binding = 6) uniform sampler2D NormalMapTexture2;
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layout (binding = 7) uniform sampler2D NormalMapTexture3;
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layout (binding = 8) uniform sampler2D SpecularMapTexture1;
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layout (binding = 9) uniform sampler2D SpecularMapTexture2;
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layout (binding = 10) uniform sampler2D SpecularMapTexture3;
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layout (binding = 11) uniform sampler2D GlowMapTexture1;
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layout (binding = 12) uniform sampler2D GlowMapTexture2;
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layout (binding = 13) uniform sampler2D GlowMapTexture3;
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#define TILE_SIZE 16
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@@ -174,6 +177,9 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
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@@ -195,7 +201,7 @@ void main()
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
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totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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@@ -213,8 +219,8 @@ void main()
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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totalLighting.Diffuse += light_result.Diffuse;
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totalLighting.Specular += light_result.Specular;
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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}
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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@@ -0,0 +1,114 @@
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#version 430
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//Number of samples per pixel
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uniform int uNumOfSamples;
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//#define NUM_SAMPLES (11)
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//Number of turns around the cirle
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uniform int uNumOfTurns;
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//#define NUM_TURNS (7)
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layout (binding = 0) uniform sampler2D ViewSpaceZ;
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uniform vec4 uProjInfo;
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uniform float uProjScale;
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//#define ProjScale 500
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uniform float uRadius;
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//#define Radius 1.0f
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uniform float uBias;
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//#define Bias 0.012f
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uniform float uContrast;
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//#define IntensityDivR6 1
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uniform float uIntensityScale;
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out float AO;
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vec3 getVSPosition(ivec2 ScreenSpaceCoord) {
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float z = texelFetch(ViewSpaceZ, ScreenSpaceCoord, 0).r;
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//Get the xy view space coordinates and add the z value from ViewSpaceZ buffer.
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return vec3((uProjInfo[0] + (ScreenSpaceCoord.x * uProjInfo[1])) * z, (uProjInfo[2] + (ScreenSpaceCoord.y * uProjInfo[3])) * z, z);
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}
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vec3 getVSFaceNormal(vec3 ViewSpacePosition) {
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// Get tangets vector for the plane and ViewSpacePositin... don't ask how this functions works. It's pure magic.
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// They do this and it just works... I would guess that they approximate the function of a plane from pixels close to the pixel were on now.
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return normalize(cross(dFdx(ViewSpacePosition), dFdy(ViewSpacePosition)));
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}
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vec3 getSampleViewSpacePos(ivec2 ScreenSpaceCoord, int SampleIndex, float RotationAngle, float ScreenSpaceSampleRadius){
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// Pure Magic...
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float alpha = float(SampleIndex) * (1.0 / uNumOfSamples);
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// Angle to where to sample
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float angle = alpha * (uNumOfTurns * 6.28) + RotationAngle;
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//Lenght to were to sample
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ScreenSpaceSampleRadius = ScreenSpaceSampleRadius * alpha;
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vec2 screenSpaceSampleOffsetVecor = vec2(cos(angle), sin(angle));
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// Get texel coordinate on where to sample by going screenSpaceSampleOffsetVecor direction in ScreenSpaceSampleRadius units from ScreenSpaceCoord (the point being shaded);
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ivec2 screenSpaceSampleTexel = ivec2(ScreenSpaceSampleRadius * screenSpaceSampleOffsetVecor) + ScreenSpaceCoord;
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return getVSPosition(screenSpaceSampleTexel);
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}
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float sampleAO(ivec2 ScreenSpaceCoord, vec3 Origin, vec3 OriginNormal, float ScreenSpaceSampleRadius, int SampleIndex, float RotationAngle, float Radius) {
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float radius2 = Radius * Radius;
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vec3 sampleViewSpacePosition = getSampleViewSpacePos(ScreenSpaceCoord, SampleIndex, RotationAngle, ScreenSpaceSampleRadius);
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vec3 sampleVector = Origin - sampleViewSpacePosition;
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// vv = sampleVectorLenght ^ 2
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float vv = dot(sampleVector, sampleVector);
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// vn = angle between sampleVector and Normal
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float vn = dot(sampleVector, OriginNormal);
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const float epsilon = 0.0001f;
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// vv < radius2 if the vector is shorter then the radius;
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// vn - bias, offset the angle to reduse self occlusion.
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// epsilon is here to make divison by 0 impossible.
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return float(vv < radius2) * max((vn - uBias) / (epsilon + vv), 0.0);
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//float f = max(radius2 - vv, 0.0);
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//return f * f * f * max((vn - uBias) / (epsilon + vv), 0.0);
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}
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void main() {
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ivec2 originScreenCoord = ivec2(gl_FragCoord.xy);
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vec3 origin = getVSPosition(originScreenCoord);
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float radius;
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if(origin.z < uRadius){
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radius = origin.z;
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} else {
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radius = uRadius;
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}
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vec3 originNormal = getVSFaceNormal(origin);
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float screenSpaceSampleRadius = -uProjScale * radius / origin.z;
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float rotationAngleOffset = 30 * originScreenCoord.x ^ originScreenCoord.y + 10 * originScreenCoord.x * originScreenCoord.y;
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float sum = 0.0;
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for (int i = 0; i < uNumOfSamples; i++) {
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sum += sampleAO(originScreenCoord, origin, originNormal, screenSpaceSampleRadius, i, rotationAngleOffset, radius);
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}
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//float A = max(0.0, 1.0 - sum * (2.0f / uNumOfSamples));
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float A = 1.0 - sum * (2.0f * uIntensityScale / float(uNumOfSamples));
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AO = clamp(pow(A, uContrast), 0.0f, 1.0f);
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//AO = vec4(originNormal, 1.0f);
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}
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@@ -0,0 +1,8 @@
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#version 430
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layout (location = 0) in vec3 Position;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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}
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@@ -0,0 +1,14 @@
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#version 430
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layout (binding = 0) uniform sampler2D DepthBuffer;
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uniform vec3 ClipInfo;
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out float depthLinear;
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//Just for Debug, should be depthLinear
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//out vec4 fragmentColor;
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void main() {
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float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
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depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
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//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
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//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
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}
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@@ -7,8 +7,8 @@ uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D GlowMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 2) uniform sampler2D GlowMapTexture;
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in VertexData{
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