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#ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB
#define SSAO_CUSTOM_MATERIAL_GLSLLIB

#ifndef UIC_ENABLE_SSAO
#define UIC_ENABLE_SSAO 0
#endif

#ifndef UIC_ENABLE_SSDO
#define UIC_ENABLE_SSDO 0
#endif

#if UIC_ENABLE_SSAO || UIC_ENABLE_SSDO

#include "viewProperties.glsllib"
#if UIC_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  // UIC_ENABLE_SSAO || UIC_ENABLE_SSDO

#if UIC_ENABLE_SSAO

float customMaterialAO()
{
#if UIC_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 UIC_ENABLE_SSDO

float customMaterialShadow( vec3 lightDir, vec3 varWorldPos )
{
    return shadowOcclusion( depth_sampler, lightDir, varWorldPos, viewMatrix, viewProjectionMatrix, shadow_properties, camera_properties, aoScreenConst, UvToEyeConst );
}

#else

float customMaterialShadow( vec3 lightDir, vec3 varWorldPos )
{
    return 1.0;
}

#endif

#endif  // #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB