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51 lines
1.2 KiB
Text
51 lines
1.2 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// ssao_debugOcclusion.frag
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//
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// Created by Sam Gateau on 1/1/16.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include ssao.slh@>
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<$declareAmbientOcclusion()$>
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<$declareFetchDepthPyramidMap()$>
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<$declareSamplingDisk()$>
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<$declareEvalObscurance()$>
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<$declarePackOcclusionDepth()$>
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<@include gpu/Color.slh@>
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<$declareColorWheel()$>
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struct DebugParams{
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vec4 pixelInfo;
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};
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LAYOUT(binding=RENDER_UTILS_BUFFER_SSAO_DEBUG_PARAMS) uniform debugAmbientOcclusionBuffer {
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DebugParams debugParams;
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};
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vec2 getDebugCursorTexcoord(){
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return debugParams.pixelInfo.xy;
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}
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layout(location=0) out vec4 outFragColor;
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void main(void) {
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// Stereo side info based on the real viewport size of this pass
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vec2 sideDepthSize = getDepthTextureSideSize(0);
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// Pixel Debugged
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vec2 cursorUV = getDebugCursorTexcoord();
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vec2 cursorPixelPos = cursorUV * sideDepthSize;
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ivec2 fragUVPos = ivec2(cursorPixelPos);
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// TODO
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outFragColor = packOcclusionOutput(0.0, 0.0, vec3(0.0, 0.0, 1.0));
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}
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