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// 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
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