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Diffstat (limited to 'res/effectlib/SSAOCustomMaterial.glsllib')
-rw-r--r-- | res/effectlib/SSAOCustomMaterial.glsllib | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/res/effectlib/SSAOCustomMaterial.glsllib b/res/effectlib/SSAOCustomMaterial.glsllib new file mode 100644 index 0000000..1d8a1c3 --- /dev/null +++ b/res/effectlib/SSAOCustomMaterial.glsllib @@ -0,0 +1,91 @@ +/**************************************************************************** +** +** Copyright (C) 2014 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) any later version +** approved by the KDE Free Qt Foundation. The licenses are as published by +** the Free Software Foundation and appearing in the file LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB +#define SSAO_CUSTOM_MATERIAL_GLSLLIB +#if QT3DS_ENABLE_SSAO || QT3DS_ENABLE_SSDO + +#include "viewProperties.glsllib" +#if QT3DS_ENABLE_SSDO +#include "screenSpaceDO.glsllib" + +layout (std140) uniform cbAoShadow { + vec4 ao_properties; + vec4 ao_properties2; + vec4 shadow_properties; + vec4 aoScreenConst; + vec4 UvToEyeConst; + }; + +uniform sampler2D depth_sampler; +#endif +uniform sampler2D ao_sampler; + +#endif // QT3DS_ENABLE_SSAO || QT3DS_ENABLE_SSDO + +#if QT3DS_ENABLE_SSAO + +float customMaterialAO() +{ +#if QT3DS_ENABLE_SSDO + vec2 smpUV = (gl_FragCoord.xy) * aoScreenConst.zw; +#else + ivec2 iSize = textureSize(ao_sampler, 0); + vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize); +#endif + return texture(ao_sampler, smpUV).x; +} + +#else + +float customMaterialAO() +{ + return 1.0; +} + +#endif + +#if QT3DS_ENABLE_SSDO + +float customMaterialShadow( vec3 lightDir, vec3 varWorldPos ) +{ + return shadowOcclusion( depth_sampler, lightDir, varWorldPos, view_matrix, view_projection_matrix, shadow_properties, camera_properties, aoScreenConst, UvToEyeConst ); +} + +#else + +float customMaterialShadow( vec3 lightDir, vec3 varWorldPos ) +{ + return 1.0; +} + +#endif + +#endif // #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB |