23 lines
625 B
GLSL
23 lines
625 B
GLSL
#version 330 core
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uniform sampler2D ao_tex;
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uniform bool ambient_occlusion_enabled;
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float GTAO_multibounce(float x, vec3 albedo)
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{
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// Use luminance instead of albedo because colored multibounce looks bad
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// Idea borrowed from Blender Eevee
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float lum = dot(albedo, vec3(0.333));
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float a = 2.0404 * lum - 0.3324;
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float b = -4.7951 * lum + 0.6417;
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float c = 2.7552 * lum + 0.6903;
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return max(x, ((x * a + b) * x + c) * x);
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}
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float get_ambient_occlusion(vec2 uv, vec3 albedo)
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{
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if (ambient_occlusion_enabled)
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return GTAO_multibounce(texture(ao_tex, uv).r, albedo);
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return 1.0;
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}
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