This commit is contained in:
Gabrieal Jimmy
2026-10-02 12:42:00 -05:00
commit 2c99305fb0
145 changed files with 6525 additions and 0 deletions

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#version 450 core
#include "common.glsl"
// Separable depth-aware blur of the half-res AO buffer.
in vec2 vUV;
layout(binding = 0) uniform sampler2D uAo;
layout(binding = 1) uniform sampler2D uDepth;
uniform vec2 uDir; // texel step along the blur axis
layout(location = 0) out vec4 fragColor;
void main() {
float d0 = linearDepth(texture(uDepth, vUV).r);
float sum = 0.0, wsum = 0.0;
for (int i = -4; i <= 4; ++i) {
vec2 uv = vUV + uDir * float(i);
float d = linearDepth(texture(uDepth, uv).r);
float w = exp(-float(i * i) / 12.0) * exp(-abs(d - d0) / (0.03 * d0 + 0.05));
sum += texture(uAo, uv).r * w;
wsum += w;
}
fragColor = vec4(sum / max(wsum, 1e-4));
}