// Copyright (C) 2014 NVIDIA Corporation. // Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB #define SSAO_CUSTOM_MATERIAL_GLSLLIB #ifdef QQ3D_SHADER_META /*{ "uniforms": [ { "type": "sampler2D", "name": "qt_aoTexture" , "condition": "QSSG_ENABLE_SSAO", "multiview_dependent": true } ] }*/ #endif // QQ3D_SHADER_META #if QSSG_ENABLE_SSAO float qt_screenSpaceAmbientOcclusionFactor() { #if QSHADER_VIEW_COUNT >= 2 ivec2 iSize = textureSize(qt_aoTextureArray, 0).xy; vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize); return texture(qt_aoTextureArray, vec3(smpUV, qt_viewIndex)).x; #else ivec2 iSize = textureSize(qt_aoTexture, 0); vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize); return texture(qt_aoTexture, smpUV).x; #endif } #else float qt_screenSpaceAmbientOcclusionFactor() { return 1.0; } #endif #endif