#version 300 es #define gl_FragData _glesFragData layout(location = 0) out mediump vec4 _glesFragData[4]; float xll_saturate_f( float x) { return clamp( x, 0.0, 1.0); } struct v2f_ao { highp vec4 pos; highp vec2 uv; highp vec2 uvr; }; uniform highp vec4 _ProjectionParams; uniform highp vec2 _NoiseScale; uniform highp vec4 _CameraDepthNormalsTexture_ST; uniform sampler2D _CameraDepthNormalsTexture; uniform sampler2D _RandomTexture; uniform highp vec4 _Params; highp float DecodeFloatRG( in highp vec2 enc ) { highp vec2 kDecodeDot = vec2( 1.0, 0.00392157); return dot( enc, kDecodeDot); } highp vec3 DecodeViewNormalStereo( in highp vec4 enc4 ) { highp float kScale = 1.7777; highp vec3 nn = ((enc4.xyz * vec3( (2.0 * kScale), (2.0 * kScale), 0.0)) + vec3( (-kScale), (-kScale), 1.0)); highp float g = (2.0 / dot( nn.xyz, nn.xyz)); highp vec3 n; n.xy = (g * nn.xy); n.z = (g - 1.0); return n; } void DecodeDepthNormal( in highp vec4 enc, out highp float depth, out highp vec3 normal ) { depth = DecodeFloatRG( enc.zw); normal = DecodeViewNormalStereo( enc); } mediump float frag_ao( in v2f_ao i, in highp int sampleCount, in highp vec3 samples[8] ) { mediump vec3 randN = ((texture( _RandomTexture, i.uvr).xyz * 2.0) - 1.0); highp vec4 depthnormal = texture( _CameraDepthNormalsTexture, i.uv); highp vec3 viewNorm; highp float depth; DecodeDepthNormal( depthnormal, depth, viewNorm); depth *= _ProjectionParams.z; highp float scale = (_Params.x / depth); highp float occ = 0.0; highp int s = 0; for ( ; (s < sampleCount); (++s)) { mediump vec3 randomDir = reflect( samples[s], randN); mediump float flip = (( (dot( viewNorm, randomDir) < 0.0) ) ? ( 1.0 ) : ( -1.0 )); randomDir *= (-flip); randomDir += (viewNorm * 0.3); highp vec2 offset = (randomDir.xy * scale); highp float sD = (depth - (randomDir.z * _Params.x)); highp vec4 sampleND = texture( _CameraDepthNormalsTexture, (i.uv + offset)); highp float sampleD; highp vec3 sampleN; DecodeDepthNormal( sampleND, sampleD, sampleN); sampleD *= _ProjectionParams.z; highp float zd = xll_saturate_f((sD - sampleD)); if ((zd > _Params.y)){ occ += pow( (1.0 - zd), _Params.z); } } occ /= float(sampleCount); return (1.0 - occ); } mediump vec4 frag( in v2f_ao i ) { const highp vec3[8] RAND_SAMPLES = vec3[8]( vec3( 0.0130572, 0.587232, -0.119337), vec3( 0.323078, 0.0220727, -0.418873), vec3( -0.310725, -0.191367, 0.0561369), vec3( -0.479646, 0.0939877, -0.580265), vec3( 0.139999, -0.33577, 0.559679), vec3( -0.248458, 0.255532, 0.348944), vec3( 0.18719, -0.702764, -0.231748), vec3( 0.884915, 0.284208, 0.368524)); return vec4( frag_ao( i, 8, RAND_SAMPLES)); } in highp vec2 xlv_TEXCOORD0; in highp vec2 xlv_TEXCOORD1; void main() { mediump vec4 xl_retval; v2f_ao xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2(xlv_TEXCOORD0); xlt_i.uvr = vec2(xlv_TEXCOORD1); xl_retval = frag( xlt_i); gl_FragData[0] = vec4(xl_retval); }