overte-JulianGro/libraries/render-utils/src/ssao_debugOcclusion.slf
2018-11-16 10:25:02 -08:00

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