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https://github.com/lubosz/overte.git
synced 2025-04-26 10:55:37 +02:00
Some cleanup, still trying to solve the problem
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parent
0f467ceeb9
commit
c27f3dcafe
7 changed files with 43 additions and 63 deletions
libraries/render-utils/src
AmbientOcclusionEffect.cppDebugDeferredBuffer.cppDebugDeferredBuffer.hssao.slhssao_makeOcclusion.slfssao_mip_depth.slf
scripts/developer/utilities/render
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@ -375,7 +375,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
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const gpu::PipelinePointer& AmbientOcclusionEffect::getMipCreationPipeline() {
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if (!_mipCreationPipeline) {
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_mipCreationPipeline = gpu::Context::createMipGenerationPipeline(gpu::Shader::createPixel(shader::render_utils::fragment::mip_depth_median));
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_mipCreationPipeline = gpu::Context::createMipGenerationPipeline(gpu::Shader::createPixel(shader::render_utils::fragment::ssao_mip_depth));
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}
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return _mipCreationPipeline;
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}
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@ -384,7 +384,7 @@ void DebugDeferredBuffer::configure(const Config& config) {
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auto& parameters = _parameters.edit();
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_mode = (Mode)config.mode;
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_size = config.size;
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_size = glm::vec4{config.debugCursorTexcoord.x*2.0f - 1.0f, -1.0f, 1.0f, 1.0f};
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parameters._shadowCascadeIndex = glm::clamp(_mode - Mode::ShadowCascade0Mode, 0, (int)SHADOW_CASCADE_MAX_COUNT - 1);
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}
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@ -25,14 +25,14 @@ class DebugDeferredBufferConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(bool enabled MEMBER enabled)
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Q_PROPERTY(int mode MEMBER mode WRITE setMode)
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Q_PROPERTY(glm::vec4 size MEMBER size NOTIFY dirty)
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Q_PROPERTY(glm::vec2 debugCursorTexcoord MEMBER debugCursorTexcoord NOTIFY dirty)
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public:
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DebugDeferredBufferConfig() : render::Job::Config(false) {}
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void setMode(int newMode);
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int mode{ 0 };
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glm::vec4 size{ 0.0f, -1.0f, 1.0f, 1.0f };
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glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f };
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signals:
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void dirty();
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};
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@ -249,14 +249,12 @@ vec3 fetchTapUnfiltered(ivec4 side, ivec2 ssC, vec3 tap, vec2 sideImageSize) {
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return P;
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}
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vec4 fetchTap(ivec4 side, ivec2 ssC, vec3 tap, vec2 sideImageSize) {
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int mipLevel = evalMipFromRadius(tap.z * float(doFetchMips()));
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vec2 ssP = tap.xy + vec2(ssC);
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vec4 fetchTap(ivec4 side, vec2 tapPixelPos, float tapRadius, vec2 sideImageSize) {
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int mipLevel = evalMipFromRadius(tapRadius * float(doFetchMips()));
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// We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
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// Manually clamp to the texture size because texelFetch bypasses the texture unit
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vec2 tapUV = (vec2(ssP) + vec2(0.5)) / sideImageSize;
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vec2 tapUV = (tapPixelPos + vec2(0.5)) / sideImageSize;
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vec2 fetchUV = vec2(tapUV.x + side.w * 0.5 * (side.x - tapUV.x), tapUV.y);
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vec4 P;
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@ -293,44 +291,21 @@ float evalVisibilitySSAO(in vec3 centerPosition, in vec3 centerNormal, in vec3 t
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float computeHorizonFromTap(vec3 tapPositionES, vec3 fragPositionES, vec3 fragNormalES) {
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vec3 deltaVec = tapPositionES - fragPositionES;
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float distanceSquared = dot(deltaVec, deltaVec);
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float horizon = dot(normalize(deltaVec), fragNormalES);
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float cosHorizonAngle = dot(normalize(deltaVec), fragNormalES);
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float radiusFalloff = max(0.0, 1.0 - (distanceSquared / getRadius2()));
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horizon = max(0.0, (horizon - getFalloffAngle()) / (1.0 - getFalloffAngle()));
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horizon *= radiusFalloff;
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cosHorizonAngle = max(0.0, (cosHorizonAngle - getFalloffAngle()) / (1.0 - getFalloffAngle()));
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cosHorizonAngle *= radiusFalloff;
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return horizon;
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}
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vec2 clampSearchVector(vec2 sideImageSize, vec2 shadedPixelPos, vec2 searchVec) {
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vec2 clampedSearchVec = searchVec;
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vec2 endPixel = shadedPixelPos + clampedSearchVec;
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if (endPixel.x < 0) {
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clampedSearchVec *= ((0-shadedPixelPos.x) / clampedSearchVec.x);
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endPixel = shadedPixelPos + clampedSearchVec;
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}
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if (endPixel.x > (sideImageSize.x-1)) {
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clampedSearchVec *= ((sideImageSize.x-1-shadedPixelPos.x) / clampedSearchVec.x);
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endPixel = shadedPixelPos + clampedSearchVec;
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}
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if (endPixel.y < 0) {
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clampedSearchVec *= ((0-shadedPixelPos.y) / clampedSearchVec.y);
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endPixel = shadedPixelPos + clampedSearchVec;
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}
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if (endPixel.y > (sideImageSize.y-1)) {
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clampedSearchVec *= ((sideImageSize.y-1-shadedPixelPos.y) / clampedSearchVec.y);
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}
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return clampedSearchVec;
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return cosHorizonAngle;
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}
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<@func computeHorizon()@>
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if (tapPixelPos.x>=0 && tapPixelPos.y>=0 && tapPixelPos.x<sideImageSize.x && tapPixelPos.y<sideImageSize.y) {
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vec2 tapPixelPos = tapPixelOffset + shadedPixelPos;
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if (tapPixelPos.x<0 && tapPixelPos.y<0 && tapPixelPos.x>=sideImageSize.x && tapPixelPos.y>=sideImageSize.y) {
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break;
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}
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vec3 tap = vec3(tapPixelPos, radius);
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vec4 tapUVZ_mip = fetchTap(side, shadedPixelPos, tap, sideImageSize);
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vec4 tapUVZ_mip = fetchTap(side, tapPixelPos, radius, sideImageSize);
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vec3 tapPositionES = evalEyePositionFromZeye(side.x, tapUVZ_mip.z, tapUVZ_mip.xy);
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float tapCosHorizonAngle = computeHorizonFromTap(tapPositionES, fragPositionES, fragNormalES);
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@ -338,26 +313,25 @@ vec2 clampSearchVector(vec2 sideImageSize, vec2 shadedPixelPos, vec2 searchVec)
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<@endfunc@>
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#define SSAO_LINEAR_SAMPLING 1
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#define SSAO_LINEAR_SEARCH_HORIZON 1
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float computeHorizon(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap,
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vec3 fragPositionES, vec3 fragNormalES, vec2 searchVec) {
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float computeHorizon(ivec4 side, vec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap,
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vec3 fragPositionES, vec3 fragNormalES, vec2 searchVec, float searchRadius) {
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vec2 absSearchVec = abs(searchVec);
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int stepCount = int(max(absSearchVec.x, absSearchVec.y));
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int stepCount = int(ceil(max(absSearchVec.x, absSearchVec.y)));
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float cosHorizonAngle = 0.0;
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if (stepCount>0) {
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vec2 deltaPixelTap = searchVec / float(stepCount);
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float searchRadius = length(searchVec);
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float deltaRadius = searchRadius / float(stepCount);
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vec2 tapPixelPos = vec2(0);
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vec2 tapPixelOffset = vec2(0);
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#if SSAO_LINEAR_SAMPLING
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#if SSAO_LINEAR_SEARCH_HORIZON
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float radius = 0.0;
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int stepIndex;
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for (stepIndex=0 ; stepIndex<stepCount ; stepIndex++) {
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tapPixelPos += deltaPixelTap;
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tapPixelOffset += deltaPixelTap;
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radius += deltaRadius;
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<$computeHorizon()$>
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@ -366,8 +340,8 @@ float computeHorizon(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2
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float radius = deltaRadius;
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float mipLevel = evalMipFromRadius(radius * float(doFetchMips()));
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while (radius<searchRadius) {
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tapPixelPos += deltaPixelTap;
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while (radius<=searchRadius) {
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tapPixelOffset += deltaPixelTap;
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<$computeHorizon()$>
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@ -384,16 +358,16 @@ float computeHorizon(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2
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return cosHorizonAngle;
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}
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float evalVisibilityHBAO(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap, float diskPixelRadius,
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float evalVisibilityHBAO(ivec4 side, vec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap, float diskPixelRadius,
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vec3 fragPositionES, vec3 fragNormalES) {
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vec2 searchVec = deltaTap * diskPixelRadius;
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float obscurance;
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// Forward search for h1
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obscurance = computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, searchVec);
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obscurance = computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, searchVec, diskPixelRadius);
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// Backward search for h2
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obscurance += computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, -searchVec);
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obscurance += computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, -searchVec, diskPixelRadius);
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return obscurance * 0.5 / PI;
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}
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@ -60,10 +60,13 @@ void main(void) {
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for (int i = 0; i < numSamples; ++i) {
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#if SSAO_USE_HORIZON_BASED
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vec3 deltaTap = getUnitTapLocation(i, 1.0, randomPatternRotationAngle, PI);
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obscuranceSum += evalVisibilityHBAO(side, shadedPixelPos, sideImageSize, deltaTap.xy, diskPixelRadius, fragPositionES, fragNormalES);
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// TEMPO OP
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deltaTap.xy = vec2(1,0);
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obscuranceSum += evalVisibilityHBAO(side, vec2(shadedPixelPos), sideImageSize, deltaTap.xy, diskPixelRadius, fragPositionES, fragNormalES);
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#else
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vec3 tap = getTapLocationClampedSSAO(i, randomPatternRotationAngle, diskPixelRadius, shadedPixelPos, sideImageSize);
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vec3 tapUVZ = fetchTap(side, shadedPixelPos, tap, sideImageSize);
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vec2 tapPixelPos = vec2(shadedPixelPos) + tap.xy;
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vec3 tapUVZ = fetchTap(side, tapPixelPos, tap.z, sideImageSize);
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vec3 tapPositionES = evalEyePositionFromZeye(side.x, tapUVZ.z, tapUVZ.xy);
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obscuranceSum += float(tap.z > 0.0) * evalVisibilitySSAO(fragPositionES, fragNormalES, tapPositionES);
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#endif
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@ -2,7 +2,7 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// mip_depth_median.frag
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// ssao_mip_depth.frag
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// fragment shader
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//
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// Created by Olivier Prat on 4/18/18.
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@ -22,7 +22,7 @@ void main(void) {
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vec4 depths = textureGather(depthTexture, varTexCoord0);
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// Order the depths from minimum to maximum
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depths.xy = depths.x > depths.y ? depths.yx : depths.xy;
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/* depths.xy = depths.x > depths.y ? depths.yx : depths.xy;
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depths.xz = depths.x > depths.z ? depths.zx : depths.xz;
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depths.xw = depths.x > depths.w ? depths.wx : depths.xw;
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@ -31,6 +31,11 @@ void main(void) {
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depths.zw = depths.z > depths.w ? depths.wz : depths.zw;
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float median = (depths.y + depths.z) / 2.0;
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outFragColor = vec4(vec3(median), 1.0);
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float outZ = (depths.y + depths.z) / 2.0;*/
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float outZ = min(depths.x, depths.y);
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outZ = min(outZ, depths.z);
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outZ = min(outZ, depths.w);
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outFragColor = vec4(vec3(outZ), 1.0);
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}
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@ -78,13 +78,11 @@
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Controller.mouseReleaseEvent.connect(function() { moveDebugCursor = false; });
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Controller.mouseMoveEvent.connect(function (e) { if (moveDebugCursor) setDebugCursor(e.x, e.y); });
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function setDebugCursor(x, y) {
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nx = (x / Window.innerWidth);
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ny = 1.0 - ((y) / (Window.innerHeight - 32));
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nx = ((x + 0.5) / Window.innerWidth);
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ny = 1.0 - ((y + 0.5) / (Window.innerHeight));
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Render.getConfig("RenderMainView").getConfig("Antialiasing").debugCursorTexcoord = { x: nx, y: ny };
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Render.getConfig("RenderMainView").getConfig("DebugDeferredBuffer").debugCursorTexcoord = { x: nx, y: ny };
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}
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