#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out float output1f; uniform sampler2D u_gbufferDepthTexture; uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_noiseConstantTexture; uniform mat4 u_projectionMatrix4f; uniform mat4 u_inverseProjectionMatrix4f; uniform mat2 u_randomizerDataMatrix2f; const vec3 ssaoKernel[8] = vec3[]( vec3(0.599,0.721,0.350),vec3(0.114,0.791,0.601), vec3(0.067,0.995,0.069),vec3(0.511,-0.510,0.692), vec3(0.626,-0.667,0.404),vec3(0.896,-0.169,0.411), vec3(0.716,-0.439,0.543),vec3(-0.400,0.733,0.550)); #define radius 1.5 #define SAMPLE_SSAO(idx, pos, matTBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2)\ tmpVec4_1.xyz = pos + (matTBN * ssaoKernel[idx]) * radius;\ tmpVec4_1.w = 1.0;\ tmpVec4_2 = u_projectionMatrix4f * tmpVec4_1;\ tmpVec4_2.xyz /= tmpVec4_2.w;\ tmpVec4_2.xyz = clamp(tmpVec4_2.xyz, -0.99, 0.99);\ tmpVec4_2.zw = matProjInv2f * vec4(tmpVec4_2.xy, textureLod(u_gbufferDepthTexture, tmpVec4_2.xy * 0.5 + 0.5, 0.0).r * 2.0 - 1.0, 1.0);\ tmpVec4_2.z /= tmpVec4_2.w;\ tmpVec4_2.x = smoothstep(0.0, 1.0, radius * 0.5 / abs(pos.z - tmpVec4_2.z));\ divisor += tmpVec4_2.x > 0.0 ? 1.0 : 0.0;\ occlusion += (tmpVec4_2.z >= tmpVec4_1.z ? 1.0 : 0.0) * tmpVec4_2.x; void main() { vec3 originalClipSpacePos = vec3(v_position2f, textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r); if(originalClipSpacePos.z <= 0.0000001) { output1f = 1.0; return; } originalClipSpacePos *= 2.0; originalClipSpacePos -= 1.0; vec3 normal3f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0).rgb; normal3f *= 2.0; normal3f -= 1.0; vec4 originalViewSpacePos = u_inverseProjectionMatrix4f * vec4(originalClipSpacePos, 1.0); originalViewSpacePos.xyz /= originalViewSpacePos.w; originalViewSpacePos.w = 1.0; vec4 noiseVec = textureLod(u_noiseConstantTexture, u_randomizerDataMatrix2f * (v_position2f + originalViewSpacePos.xy + normal3f.xz), 0.0); noiseVec.xyz *= 2.0; noiseVec.xyz -= 1.0; vec3 tangent = normalize(noiseVec.xyz - normal3f * dot(noiseVec.xyz, normal3f)); vec3 bitangent = cross(normal3f, tangent); mat3 TBN = mat3(tangent, bitangent, normal3f) * noiseVec.w; float divisor = 0.0; float occlusion = 0.0; vec4 tmpVec4_1; vec4 tmpVec4_2; mat4x2 matProjInv2f = mat4x2(u_inverseProjectionMatrix4f[0].zw, u_inverseProjectionMatrix4f[1].zw, u_inverseProjectionMatrix4f[2].zw, u_inverseProjectionMatrix4f[3].zw); SAMPLE_SSAO(0, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) SAMPLE_SSAO(1, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) SAMPLE_SSAO(2, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) SAMPLE_SSAO(3, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) SAMPLE_SSAO(4, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) SAMPLE_SSAO(5, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) SAMPLE_SSAO(6, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) SAMPLE_SSAO(7, originalViewSpacePos.xyz, TBN, matProjInv2f, divisor, occlusion, tmpVec4_1, tmpVec4_2) output1f = max(1.0 - (occlusion / max(divisor, 0.001)), 0.0); }