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Improving readability in shader
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parent
8ea6048ec7
commit
21dc58eb85
1 changed files with 82 additions and 85 deletions
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@ -103,95 +103,94 @@ vec3 UVToViewSpace(vec2 uv, float z){
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* The depth of the uv coord is determined from the depth texture.
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* uv: the uv coordinates to convert
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*/
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vec3 GetViewPos(vec2 uv){
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vec3 GetViewPos(vec2 uv) {
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float z = ViewSpaceZFromDepth(texture(depthTexture, uv).r);
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return UVToViewSpace(uv, z);
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}
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float TanToSin(float x){
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return x * inversesqrt(x*x + 1.0);
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float TanToSin(float x) {
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return x * inversesqrt(x*x + 1.0);
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}
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float InvLength(vec2 V){
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return inversesqrt(dot(V,V));
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float InvLength(vec2 V) {
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return inversesqrt(dot(V, V));
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}
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float Tangent(vec3 V){
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return V.z * InvLength(V.xy);
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float Tangent(vec3 V) {
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return V.z * InvLength(V.xy);
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}
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float BiasedTangent(vec3 V){
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return V.z * InvLength(V.xy) + TanBias;
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float BiasedTangent(vec3 V) {
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return V.z * InvLength(V.xy) + TanBias;
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}
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float Tangent(vec3 P, vec3 S){
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float Tangent(vec3 P, vec3 S) {
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return -(P.z - S.z) * InvLength(S.xy - P.xy);
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}
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float Length2(vec3 V){
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return dot(V,V);
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float Length2(vec3 V) {
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return dot(V, V);
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}
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vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
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vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl) {
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vec3 V1 = Pr - P;
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vec3 V2 = P - Pl;
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return (Length2(V1) < Length2(V2)) ? V1 : V2;
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}
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vec2 SnapUVOffset(vec2 uv){
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// return round(uv * AORes) * InvAORes;
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vec2 SnapUVOffset(vec2 uv) {
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return round(uv * renderTargetRes) * renderTargetResInv;
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}
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float Falloff(float d2){
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return d2 * NegInvR2 + 1.0f;
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float Falloff(float d2) {
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return d2 * NegInvR2 + 1.0f;
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}
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float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){
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float ao = 0;
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float HorizonOcclusion(vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples) {
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float ao = 0;
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// Offset the first coord with some noise
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vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
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deltaUV = SnapUVOffset( deltaUV );
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// Offset the first coord with some noise
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vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
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deltaUV = SnapUVOffset(deltaUV);
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// Calculate the tangent vector
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vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
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// Calculate the tangent vector
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vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
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// Get the angle of the tangent vector from the viewspace axis
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float tanH = BiasedTangent(T);
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float sinH = TanToSin(tanH);
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// Get the angle of the tangent vector from the viewspace axis
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float tanH = BiasedTangent(T);
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float sinH = TanToSin(tanH);
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float tanS;
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float d2;
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vec3 S;
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float tanS;
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float d2;
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vec3 S;
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// Sample to find the maximum angle
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for(float s = 1; s <= numSamples; ++s){
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uv += deltaUV;
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S = GetViewPos(uv);
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tanS = Tangent(P, S);
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d2 = Length2(S - P);
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// Sample to find the maximum angle
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for (float s = 1; s <= numSamples; ++s) {
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uv += deltaUV;
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S = GetViewPos(uv);
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tanS = Tangent(P, S);
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d2 = Length2(S - P);
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// Is the sample within the radius and the angle greater?
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if(d2 < R2 && tanS > tanH)
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{
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float sinS = TanToSin(tanS);
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// Apply falloff based on the distance
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ao += Falloff(d2) * (sinS - sinH);
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// Is the sample within the radius and the angle greater?
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if (d2 < R2 && tanS > tanH) {
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float sinS = TanToSin(tanS);
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// Apply falloff based on the distance
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ao += Falloff(d2) * (sinS - sinH);
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tanH = tanS;
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sinH = sinS;
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}
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}
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return ao;
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tanH = tanS;
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sinH = sinS;
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}
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}
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return ao;
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}
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vec2 RotateDirections(vec2 Dir, vec2 CosSin){
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return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
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vec2 RotateDirections(vec2 Dir, vec2 CosSin) {
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return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,
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Dir.x*CosSin.y + Dir.y*CosSin.x);
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}
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void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){
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void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand) {
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// Avoid oversampling if numSteps is greater than the kernel radius in pixels
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numSteps = min(NumSamples, rayRadiusPix);
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@ -200,8 +199,7 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
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// Clamp numSteps if it is greater than the max kernel footprint
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float maxNumSteps = MaxRadiusPixels / stepSizePix;
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if (maxNumSteps < numSteps)
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{
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if (maxNumSteps < numSteps) {
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// Use dithering to avoid AO discontinuities
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numSteps = floor(maxNumSteps + rand);
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numSteps = max(numSteps, 1);
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@ -209,23 +207,22 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
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}
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// Step size in uv space
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// stepSizeUv = stepSizePix * InvAORes;
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stepSizeUv = stepSizePix * renderTargetResInv;
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}
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float getRandom(vec2 uv){
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float getRandom(vec2 uv) {
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return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main(void){
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void main(void) {
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mat4 projMatrix = getTransformCamera()._projection;
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float numDirections = NumDirections;
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float numDirections = NumDirections;
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vec3 P, Pr, Pl, Pt, Pb;
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P = GetViewPos(varTexcoord);
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vec3 P, Pr, Pl, Pt, Pb;
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P = GetViewPos(varTexcoord);
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// Sample neighboring pixels
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// Sample neighboring pixels
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Pr = GetViewPos(varTexcoord + vec2( renderTargetResInv.x, 0));
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Pl = GetViewPos(varTexcoord + vec2(-renderTargetResInv.x, 0));
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Pt = GetViewPos(varTexcoord + vec2( 0, renderTargetResInv.y));
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@ -236,9 +233,9 @@ void main(void){
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vec3 dPdv = MinDiff(P, Pt, Pb) * (renderTargetRes.y * renderTargetResInv.x);
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// Get the random samples from the noise function
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vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
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vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
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// Calculate the projected size of the hemisphere
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// Calculate the projected size of the hemisphere
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float w = P.z * projMatrix[2][3] + projMatrix[3][3];
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vec2 rayRadiusUV = (0.5 * R * vec2(projMatrix[0][0], projMatrix[1][1]) / w); // [-1,1] -> [0,1] uv
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float rayRadiusPix = rayRadiusUV.x * renderTargetRes.x;
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@ -246,36 +243,36 @@ void main(void){
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float ao = 1.0;
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// Make sure the radius of the evaluated hemisphere is more than a pixel
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if(rayRadiusPix > 1.0){
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ao = 0.0;
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float numSteps;
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vec2 stepSizeUV;
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if(rayRadiusPix > 1.0) {
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ao = 0.0;
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float numSteps;
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vec2 stepSizeUV;
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// Compute the number of steps
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ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
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// Compute the number of steps
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ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
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float alpha = 2.0 * PI / numDirections;
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float alpha = 2.0 * PI / numDirections;
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// Calculate the horizon occlusion of each direction
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for(float d = 0; d < numDirections; ++d){
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float theta = alpha * d;
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// Calculate the horizon occlusion of each direction
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for(float d = 0; d < numDirections; ++d) {
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float theta = alpha * d;
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// Apply noise to the direction
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vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
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vec2 deltaUV = dir * stepSizeUV;
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// Apply noise to the direction
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vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
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vec2 deltaUV = dir * stepSizeUV;
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// Sample the pixels along the direction
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ao += HorizonOcclusion( deltaUV,
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P,
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dPdu,
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dPdv,
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random.z,
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numSteps);
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}
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// Sample the pixels along the direction
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ao += HorizonOcclusion( deltaUV,
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P,
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dPdu,
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dPdv,
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random.z,
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numSteps);
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}
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// Average the results and produce the final AO
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ao = 1.0 - ao / numDirections * AOStrength;
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}
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// Average the results and produce the final AO
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ao = 1.0 - ao / numDirections * AOStrength;
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}
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outFragColor = vec4(vec3(ao), 1.0);
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