/**************************************************************************** ** ** 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