overte/libraries/render-utils/src/ssao_buildNormals.slf
2018-11-08 13:19:42 +01:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// ssao_buildNormals.frag
//
// Created by Olivier Prat on 09/19/18.
// Copyright 2018 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@>
<$declareAmbientOcclusion()$>
<$declareFetchDepthPyramidMap()$>
layout(location=0) in vec2 varTexCoord0;
layout(location=0) out vec4 outFragColor;
void main(void) {
// Pixel being shaded
vec2 fragCoord = gl_FragCoord.xy;
ivec2 fragPixelPos = ivec2(fragCoord.xy);
vec2 fragUVPos = varTexCoord0;
// Stereo side info based on the real viewport size of this pass
ivec2 sideNormalsSize = ivec2( getNormalsSideSize() );
ivec4 side = getStereoSideInfoFromWidth(fragPixelPos.x, sideNormalsSize.x);
vec2 deltaDepthUV = vec2(1.0) / getDepthTextureSideSize(0);
// From now on, fragUVPos is the UV pos in the side
fragUVPos = getSideUVFromFramebufferUV(side, fragUVPos);
// The position and normal of the pixel fragment in Eye space
vec3 fragPositionES = buildPosition(side, fragUVPos);
vec3 fragNormalES = buildNormal(side, fragUVPos, fragPositionES, deltaDepthUV);
outFragColor = vec4(packNormal(fragNormalES), 1.0);
}