You can now change the quality of SSAO by sliding the SSAO Quality
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@@ -13,6 +13,7 @@ uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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@@ -125,7 +126,7 @@ 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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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 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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@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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uniform int SSAOQuality;
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//Get bineded at the same time as the textures
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uniform vec2 DiffuseUVRepeat1;
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@@ -177,7 +178,7 @@ 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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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 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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@@ -2,11 +2,11 @@
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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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//#define uNumOfSamples (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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//#define uNumOfTurns (7)
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layout (binding = 0) uniform sampler2D ViewSpaceZ;
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@@ -16,15 +16,16 @@ 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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//#define uRadius 1.0f
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uniform float uBias;
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//#define Bias 0.012f
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//#define uBias 0.05f
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uniform float uContrast;
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//#define IntensityDivR6 1
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//#define uContrast 1.5f
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uniform float uIntensityScale;
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//#define uIntensityScale 1.0f
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out float AO;
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@@ -88,13 +89,7 @@ void main() {
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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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float radius = min(origin.z, uRadius);
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vec3 originNormal = getVSFaceNormal(origin);
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@@ -2,7 +2,12 @@
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -3,11 +3,15 @@
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layout (binding = 0) uniform sampler2D DepthBuffer;
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uniform vec3 ClipInfo;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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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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float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).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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