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+/****************************************************************************
+**
+** 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