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42 lines
1.3 KiB
Text
42 lines
1.3 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_buildNormals.frag
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//
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// Created by Olivier Prat on 09/19/18.
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// Copyright 2018 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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layout(location=0) in vec2 varTexCoord0;
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layout(location=0) out vec4 outFragColor;
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void main(void) {
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// Pixel being shaded
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vec2 fragCoord = gl_FragCoord.xy;
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ivec2 fragPixelPos = ivec2(fragCoord.xy);
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vec2 fragUVPos = varTexCoord0;
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// Stereo side info based on the real viewport size of this pass
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ivec2 sideNormalsSize = ivec2( getNormalsSideSize() );
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ivec4 side = getStereoSideInfoFromWidth(fragPixelPos.x, sideNormalsSize.x);
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vec2 deltaDepthUV = vec2(1.0) / getDepthTextureSideSize(0);
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// From now on, fragUVPos is the UV pos in the side
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fragUVPos = getSideUVFromFramebufferUV(side, fragUVPos);
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// The position and normal of the pixel fragment in Eye space
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vec3 fragPositionES = buildPosition(side, fragUVPos);
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vec3 fragNormalES = buildNormal(side, fragUVPos, fragPositionES, deltaDepthUV);
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outFragColor = vec4(packNormal(fragNormalES), 1.0);
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}
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