float xll_saturate_f( float x) { return clamp( x, 0.0, 1.0); } struct v2f_ao { vec4 pos; vec2 uv; vec2 uvr; }; uniform vec4 _ProjectionParams; uniform vec2 _NoiseScale; uniform vec4 _CameraDepthNormalsTexture_ST; uniform sampler2D _CameraDepthNormalsTexture; uniform sampler2D _RandomTexture; uniform vec4 _Params; float DecodeFloatRG( in vec2 enc ) { vec2 kDecodeDot = vec2( 1.0, 0.00392157); return dot( enc, kDecodeDot); } vec3 DecodeViewNormalStereo( in vec4 enc4 ) { float kScale = 1.7777; vec3 nn = ((enc4.xyz * vec3( (2.0 * kScale), (2.0 * kScale), 0.0)) + vec3( (-kScale), (-kScale), 1.0)); float g = (2.0 / dot( nn.xyz, nn.xyz)); vec3 n; n.xy = (g * nn.xy); n.z = (g - 1.0); return n; } void DecodeDepthNormal( in vec4 enc, out float depth, out vec3 normal ) { depth = DecodeFloatRG( enc.zw); normal = DecodeViewNormalStereo( enc); } float frag_ao( in v2f_ao i, in int sampleCount, in vec3 samples[24] ) { vec3 randN = ((texture2D( _RandomTexture, i.uvr).xyz * 2.0) - 1.0); vec4 depthnormal = texture2D( _CameraDepthNormalsTexture, i.uv); vec3 viewNorm; float depth; DecodeDepthNormal( depthnormal, depth, viewNorm); depth *= _ProjectionParams.z; float scale = (_Params.x / depth); float occ = 0.0; int s = 0; for ( ; (s < sampleCount); (++s)) { vec3 randomDir = reflect( samples[s], randN); float flip = (( (dot( viewNorm, randomDir) < 0.0) ) ? ( 1.0 ) : ( -1.0 )); randomDir *= (-flip); randomDir += (viewNorm * 0.3); vec2 offset = (randomDir.xy * scale); float sD = (depth - (randomDir.z * _Params.x)); vec4 sampleND = texture2D( _CameraDepthNormalsTexture, (i.uv + offset)); float sampleD; vec3 sampleN; DecodeDepthNormal( sampleND, sampleD, sampleN); sampleD *= _ProjectionParams.z; 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); } vec4 frag( in v2f_ao i ) { vec3 RAND_SAMPLES[24]; RAND_SAMPLES[0] = vec3( 0.0130572, 0.587232, -0.119337); RAND_SAMPLES[1] = vec3( 0.323078, 0.0220727, -0.418873); RAND_SAMPLES[2] = vec3( -0.310725, -0.191367, 0.0561369); RAND_SAMPLES[3] = vec3( -0.479646, 0.0939877, -0.580265); RAND_SAMPLES[4] = vec3( 0.139999, -0.33577, 0.559679); RAND_SAMPLES[5] = vec3( -0.248458, 0.255532, 0.348944); RAND_SAMPLES[6] = vec3( 0.18719, -0.702764, -0.231748); RAND_SAMPLES[7] = vec3( 0.884915, 0.284208, 0.368524); RAND_SAMPLES[8] = vec3( 0.0130572, 0.587232, -0.119337); RAND_SAMPLES[9] = vec3( 0.323078, 0.0220727, -0.418873); RAND_SAMPLES[10] = vec3( -0.310725, -0.191367, 0.0561369); RAND_SAMPLES[11] = vec3( -0.479646, 0.0939877, -0.580265); RAND_SAMPLES[12] = vec3( 0.139999, -0.33577, 0.559679); RAND_SAMPLES[13] = vec3( -0.248458, 0.255532, 0.348944); RAND_SAMPLES[14] = vec3( 0.18719, -0.702764, -0.231748); RAND_SAMPLES[15] = vec3( 0.884915, 0.284208, 0.368524); RAND_SAMPLES[16] = vec3( 0.0130572, 0.587232, -0.119337); RAND_SAMPLES[17] = vec3( 0.323078, 0.0220727, -0.418873); RAND_SAMPLES[18] = vec3( -0.310725, -0.191367, 0.0561369); RAND_SAMPLES[19] = vec3( -0.479646, 0.0939877, -0.580265); RAND_SAMPLES[20] = vec3( 0.139999, -0.33577, 0.559679); RAND_SAMPLES[21] = vec3( -0.248458, 0.255532, 0.348944); RAND_SAMPLES[22] = vec3( 0.18719, -0.702764, -0.231748); RAND_SAMPLES[23] = vec3( 0.884915, 0.284208, 0.368524); return vec4( frag_ao( i, 24, RAND_SAMPLES)); } varying vec2 xlv_TEXCOORD0; varying vec2 xlv_TEXCOORD1; void main() { 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); }