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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl34
1 files changed, 32 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index 3bb59dd7f9..23adbded5e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -24,13 +24,43 @@
*/
uniform sampler2D noiseMap;
+uniform sampler2DRect normalMap;
+uniform sampler2DRect depthMap;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-vec4 getPosition(vec2 pos_screen);
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec2 getScreenCoordinateAo(vec2 screenpos)
+{
+ vec2 sc = screenpos.xy * 2.0;
+ if (screen_res.x > 0 && screen_res.y > 0)
+ {
+ sc /= screen_res;
+ }
+ return sc - vec2(1.0, 1.0);
+}
+
+float getDepthAo(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen).r;
+ return depth;
+}
+
+vec4 getPositionAo(vec2 pos_screen)
+{
+ float depth = getDepthAo(pos_screen);
+ vec2 sc = getScreenCoordinateAo(pos_screen);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
vec2 getKern(int i)
{
@@ -64,7 +94,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
for (int i = 0; i < 8; i++)
{
vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
+ vec3 samppos_world = getPositionAo(samppos_screen).xyz;
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);