- convert the SSAO pass to use hw_postprocess
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11 changed files with 464 additions and 553 deletions
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@ -3,6 +3,7 @@
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#include "hw_postprocess.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include <random>
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Postprocess hw_postprocess;
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@ -558,8 +559,7 @@ void PPTonemap::UpdateTextures()
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{
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if (gl_tonemap == Palette)
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{
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auto &texture = hw_postprocess.Textures["Tonemap.Palette"];
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if (!texture.Data)
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if (!hw_postprocess.Textures.CheckKey("Tonemap.Palette"))
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{
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std::shared_ptr<void> data(new uint32_t[512 * 512], [](void *p) { delete[](uint32_t*)p; });
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@ -581,7 +581,7 @@ void PPTonemap::UpdateTextures()
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}
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}
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texture = { 512, 512, PixelFormat::Rgba8, data };
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hw_postprocess.Textures["Tonemap.Palette"] = { 512, 512, PixelFormat::Rgba8, data };
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}
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}
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}
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@ -618,3 +618,218 @@ void PPTonemap::UpdateSteps()
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steps.Push(step);
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hw_postprocess.Effects["TonemapScene"] = steps;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPAmbientOcclusion::DeclareShaders()
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{
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// Must match quality values in PPAmbientOcclusion::UpdateTextures
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int numDirections, numSteps;
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switch (gl_ssao)
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{
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default:
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case LowQuality: numDirections = 2; numSteps = 4; break;
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case MediumQuality: numDirections = 4; numSteps = 4; break;
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case HighQuality: numDirections = 8; numSteps = 4; break;
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}
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FString defines;
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defines.Format(R"(
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#define USE_RANDOM_TEXTURE
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#define RANDOM_TEXTURE_WIDTH 4.0
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#define NUM_DIRECTIONS %d.0
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#define NUM_STEPS %d.0
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)", numDirections, numSteps);
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hw_postprocess.Shaders["SSAO.LinearDepth"] = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
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hw_postprocess.Shaders["SSAO.LinearDepthMS"] = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
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hw_postprocess.Shaders["SSAO.AmbientOcclude"] = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
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hw_postprocess.Shaders["SSAO.AmbientOccludeMS"] = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
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hw_postprocess.Shaders["SSAO.BlurVertical"] = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
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hw_postprocess.Shaders["SSAO.BlurHorizontal"] = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
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hw_postprocess.Shaders["SSAO.Combine"] = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
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hw_postprocess.Shaders["SSAO.CombineMS"] = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
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}
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void PPAmbientOcclusion::UpdateTextures()
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{
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int width = hw_postprocess.SceneWidth;
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int height = hw_postprocess.SceneHeight;
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if (width <= 0 || height <= 0)
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return;
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AmbientWidth = (width + 1) / 2;
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AmbientHeight = (height + 1) / 2;
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hw_postprocess.Textures["SSAO.LinearDepth"] = { AmbientWidth, AmbientHeight, PixelFormat::R32f };
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hw_postprocess.Textures["SSAO.Ambient0"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
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hw_postprocess.Textures["SSAO.Ambient1"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
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// We only need to create the random texture once
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if (!hw_postprocess.Textures.CheckKey("SSAO.Random0"))
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{
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// Must match quality enum in PPAmbientOcclusion::DeclareShaders
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double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
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std::mt19937 generator(1337);
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std::uniform_real_distribution<double> distribution(0.0, 1.0);
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for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
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{
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std::shared_ptr<void> data(new int16_t[16 * 4], [](void *p) { delete[](int16_t*)p; });
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int16_t *randomValues = (int16_t *)data.get();
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for (int i = 0; i < 16; i++)
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{
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double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality];
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double x = cos(angle);
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double y = sin(angle);
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double z = distribution(generator);
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double w = distribution(generator);
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randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
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}
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FString name;
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name.Format("SSAO.Random%d", quality);
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hw_postprocess.Textures[name] = { 4, 4, PixelFormat::Rgba16_snorm, data };
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AmbientRandomTexture[quality] = name;
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}
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}
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}
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void PPAmbientOcclusion::UpdateSteps()
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{
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if (gl_ssao == 0 || hw_postprocess.SceneWidth == 0 || hw_postprocess.SceneHeight == 0)
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{
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hw_postprocess.Effects["AmbientOccludeScene"] = {};
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return;
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}
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float bias = gl_ssao_bias;
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float aoRadius = gl_ssao_radius;
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const float blurAmount = gl_ssao_blur;
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float aoStrength = gl_ssao_strength;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / hw_postprocess.m5;
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float invFocalLenX = tanHalfFovy * (hw_postprocess.SceneWidth / (float)hw_postprocess.SceneHeight);
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float invFocalLenY = tanHalfFovy;
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float nDotVBias = clamp(bias, 0.0f, 1.0f);
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float r2 = aoRadius * aoRadius;
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float blurSharpness = 1.0f / blurAmount;
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auto sceneScale = screen->SceneScale();
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auto sceneOffset = screen->SceneOffset();
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int randomTexture = clamp(gl_ssao - 1, 0, NumAmbientRandomTextures - 1);
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LinearDepthUniforms linearUniforms;
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linearUniforms.SampleIndex = 0;
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linearUniforms.LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
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linearUniforms.LinearizeDepthB = MAX(1.0f / screen->GetZNear(), 1.e-8f);
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linearUniforms.InverseDepthRangeA = 1.0f;
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linearUniforms.InverseDepthRangeB = 0.0f;
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linearUniforms.Scale = sceneScale;
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linearUniforms.Offset = sceneOffset;
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SSAOUniforms ssaoUniforms;
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ssaoUniforms.SampleIndex = 0;
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ssaoUniforms.UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
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ssaoUniforms.UVToViewB = { -invFocalLenX, -invFocalLenY };
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ssaoUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
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ssaoUniforms.NDotVBias = nDotVBias;
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ssaoUniforms.NegInvR2 = -1.0f / r2;
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ssaoUniforms.RadiusToScreen = aoRadius * 0.5f / tanHalfFovy * AmbientHeight;
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ssaoUniforms.AOMultiplier = 1.0f / (1.0f - nDotVBias);
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ssaoUniforms.AOStrength = aoStrength;
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ssaoUniforms.Scale = sceneScale;
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ssaoUniforms.Offset = sceneOffset;
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DepthBlurUniforms blurUniforms;
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blurUniforms.BlurSharpness = blurSharpness;
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blurUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
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blurUniforms.PowExponent = gl_ssao_exponent;
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AmbientCombineUniforms combineUniforms;
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combineUniforms.SampleCount = gl_multisample;
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combineUniforms.Scale = screen->SceneScale();
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combineUniforms.Offset = screen->SceneOffset();
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IntRect ambientViewport;
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ambientViewport.left = 0;
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ambientViewport.top = 0;
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ambientViewport.width = AmbientWidth;
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ambientViewport.height = AmbientHeight;
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TArray<PPStep> steps;
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// Calculate linear depth values
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{
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PPStep step;
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step.ShaderName = gl_multisample ? "SSAO.LinearDepthMS" : "SSAO.LinearDepth";
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step.Uniforms.Set(linearUniforms);
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step.Viewport = ambientViewport;
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step.SetInputSceneDepth(0);
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step.SetInputSceneColor(1);
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step.SetOutputTexture("SSAO.LinearDepth");
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step.SetNoBlend();
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steps.Push(step);
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}
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// Apply ambient occlusion
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{
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PPStep step;
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step.ShaderName = gl_multisample ? "SSAO.AmbientOccludeMS" : "SSAO.AmbientOcclude";
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step.Uniforms.Set(ssaoUniforms);
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step.Viewport = ambientViewport;
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step.SetInputTexture(0, "SSAO.LinearDepth");
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step.SetInputSceneNormal(1);
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step.SetInputTexture(2, AmbientRandomTexture[randomTexture], PPFilterMode::Nearest, PPWrapMode::Repeat);
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step.SetOutputTexture("SSAO.Ambient0");
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step.SetNoBlend();
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steps.Push(step);
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}
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// Blur SSAO texture
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if (gl_ssao_debug < 2)
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{
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PPStep step;
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step.ShaderName = "SSAO.BlurHorizontal";
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step.Uniforms.Set(blurUniforms);
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step.Viewport = ambientViewport;
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step.SetInputTexture(0, "SSAO.Ambient0");
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step.SetOutputTexture("SSAO.Ambient1");
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step.SetNoBlend();
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steps.Push(step);
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step.ShaderName = "SSAO.BlurVertical";
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step.SetInputTexture(0, "SSAO.Ambient1");
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step.SetOutputTexture("SSAO.Ambient0");
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steps.Push(step);
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}
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// Add SSAO back to scene texture:
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{
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PPStep step;
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step.ShaderName = gl_multisample ? "SSAO.CombineMS" : "SSAO.Combine";
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step.Uniforms.Set(combineUniforms);
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step.Viewport = screen->mSceneViewport;
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step.SetInputTexture(0, "SSAO.Ambient0", PPFilterMode::Linear);
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step.SetInputSceneFog(1);
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step.SetOutputSceneColor();
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if (gl_ssao_debug != 0)
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step.SetNoBlend();
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else
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step.SetAlphaBlend();
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steps.Push(step);
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}
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hw_postprocess.Effects["AmbientOccludeScene"] = steps;
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}
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