12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540 |
- {
- "__type__": "cc.EffectAsset",
- "_name": "pipeline/post-process/hbao",
- "_objFlags": 0,
- "__editorExtras__": {},
- "_native": "",
- "techniques": [
- {
- "passes": [
- {
- "pass": "hbao-pass",
- "rasterizerState": {
- "cullMode": 0
- },
- "program": "pipeline/post-process/hbao|hbao-vs|hbao-fs",
- "depthStencilState": {
- "depthTest": false,
- "depthWrite": false
- }
- },
- {
- "pass": "blurx-pass",
- "rasterizerState": {
- "cullMode": 0
- },
- "program": "pipeline/post-process/hbao|hbao-vs|blurx-fs",
- "depthStencilState": {
- "depthTest": false,
- "depthWrite": false
- }
- },
- {
- "pass": "blury-pass",
- "rasterizerState": {
- "cullMode": 0
- },
- "program": "pipeline/post-process/hbao|hbao-vs|blury-fs",
- "depthStencilState": {
- "depthTest": false,
- "depthWrite": false
- }
- },
- {
- "pass": "combine-pass",
- "rasterizerState": {
- "cullMode": 0
- },
- "blendState": {
- "targets": [
- {
- "blend": true,
- "blendSrc": 0,
- "blendDst": 2,
- "blendSrcAlpha": 0,
- "blendDstAlpha": 1
- }
- ]
- },
- "program": "pipeline/post-process/hbao|hbao-vs|combine-fs",
- "depthStencilState": {
- "depthTest": false,
- "depthWrite": false
- }
- }
- ]
- }
- ],
- "shaders": [
- {
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": [],
- "attributes": [
- {
- "name": "a_position",
- "defines": [],
- "format": 32,
- "location": 0
- },
- {
- "name": "a_normal",
- "defines": [],
- "format": 32,
- "location": 1
- },
- {
- "name": "a_texCoord",
- "defines": [],
- "format": 21,
- "location": 2
- },
- {
- "name": "a_tangent",
- "defines": [],
- "format": 44,
- "location": 3
- },
- {
- "name": "a_joints",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "location": 4
- },
- {
- "name": "a_weights",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "format": 44,
- "location": 5
- },
- {
- "name": "a_jointAnimInfo",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 6
- },
- {
- "name": "a_matWorld0",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 7
- },
- {
- "name": "a_matWorld1",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 8
- },
- {
- "name": "a_matWorld2",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 9
- },
- {
- "name": "a_lightingMapUVParam",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHTMAP"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 10
- },
- {
- "name": "a_localShadowBiasAndProbeId",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 11
- },
- {
- "name": "a_reflectionProbeData",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_REFLECTION_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 12
- },
- {
- "name": "a_sh_linear_const_r",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 13
- },
- {
- "name": "a_sh_linear_const_g",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 14
- },
- {
- "name": "a_sh_linear_const_b",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 15
- },
- {
- "name": "a_vertexId",
- "defines": [
- "CC_USE_MORPH"
- ],
- "format": 11,
- "location": 16
- }
- ],
- "varyings": [
- {
- "name": "v_uv",
- "type": 14,
- "count": 1,
- "defines": [],
- "stageFlags": 17,
- "location": 0
- }
- ],
- "fragColors": [
- {
- "name": "fragColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "location": 0
- }
- ],
- "descriptors": [
- {
- "rate": 0,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 1,
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 2,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 3,
- "blocks": [
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCGlobal",
- "members": [
- {
- "name": "cc_time",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_screenSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nativeSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_probeInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_debug_view_mode",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- },
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCCamera",
- "members": [
- {
- "name": "cc_matView",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_cameraPos",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_surfaceTransform",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_screenScale",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_exposure",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitDir",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientSky",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientGround",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogBase",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogAdd",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nearFar",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_viewPort",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- }
- ],
- "samplerTextures": [
- {
- "name": "DepthTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 1
- },
- {
- "name": "AOTexNearest",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 3
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- }
- ],
- "hash": 2385848179,
- "glsl4": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\nvec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n{\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n}\nfloat rsqrt(float value) { return 1.0 / sqrt(value); }\nvec2 rsqrt(vec2 value) { return vec2(1.0) / sqrt(value); }\nvec3 rsqrt(vec3 value) { return vec3(1.0) / sqrt(value); }\nvec4 rsqrt(vec4 value) { return vec4(1.0) / sqrt(value); }\nfloat rand(vec2 seeds_zero_to_one) {\n return fract(sin(dot(seeds_zero_to_one.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n#if CC_USE_FOG != 4\n float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n vec4 wPos = pos;\n float cam_dis = distance(cameraPos, wPos.xyz);\n return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n }\n float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * fogDensity);\n return f;\n }\n float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n return f;\n }\n float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n vec4 wPos = pos;\n vec3 camWorldProj = cameraPos.xyz;\n camWorldProj.y = 0.;\n vec3 worldPosProj = wPos.xyz;\n worldPosProj.y = 0.;\n float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n float fDeltaY, fDensityIntegral;\n if (cameraPos.y > fogTop) {\n if (wPos.y < fogTop) {\n fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n }\n else {\n fDeltaY = 0.;\n fDensityIntegral = 0.;\n }\n }\n else {\n if (wPos.y < fogTop) {\n float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n fDeltaY = abs(fDeltaA - fDeltaB);\n fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n }\n else {\n fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n }\n }\n float fDensity;\n if (fDeltaY != 0.) {\n fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n }\n else {\n fDensity = 0.;\n }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat InvLength(vec2 v)\n{\n\treturn rsqrt(dot(v,v));\n}\nfloat Tangent(vec3 P, vec3 S)\n{\n\treturn (P.z - S.z) * InvLength(S.xy - P.xy);\n}\nvec3 UVToEye(vec2 uv, float eye_z)\n{\n uv = g_UVToViewA * uv + g_UVToViewB;\n return vec3(uv * eye_z, eye_z);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\nvec3 FetchEyePos(vec2 uv)\n{\n float depth = GetLinearDepth(uv);\n return UVToEye(uv, depth);\n}\nfloat Length2(vec3 v)\n{\n \treturn dot(v, v);\n}\nvec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl)\n{\n \tvec3 V1 = Pr - P;\n \tvec3 V2 = P - Pl;\n \treturn (Length2(V1) < Length2(V2)) ? V1 : V2;\n}\nfloat Falloff(float d2)\n{\n return d2 * g_NegInvR2 + 1.0;\n}\nvec2 SnapUVOffset(vec2 uv)\n{\n return round(uv * g_AOResolution) * g_InvAOResolution;\n}\nfloat TanToSin(float x)\n{\n \treturn x * rsqrt(x*x + 1.0);\n}\nvec3 TangentVector(vec2 deltaUV, vec3 dPdu, vec3 dPdv)\n{\n \treturn deltaUV.x * dPdu + deltaUV.y * dPdv;\n}\nfloat Tangent(vec3 T)\n{\n \treturn -T.z * InvLength(T.xy);\n}\nfloat BiasedTangent(vec3 T)\n{\n return Tangent(T) + g_TanAngleBias;\n}\nvec2 RotateDirections(vec2 Dir, vec2 CosSin)\n{\n \treturn vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,\n \t\tDir.x*CosSin.y + Dir.y*CosSin.x);\n}\nfloat IntegerateOcclusion(vec2 uv0,\n vec2 snapped_duv,\n vec3 P,\n vec3 dPdu,\n vec3 dPdv,\n inout float tanH)\n{\n float ao = 0.0;\n vec3 T1 = TangentVector(snapped_duv, dPdu, dPdv);\n float tanT = BiasedTangent(T1);\n float sinT = TanToSin(tanT);\n vec3 S = FetchEyePos(uv0 + snapped_duv);\n float tanS = Tangent(P, S);\n float sinS = TanToSin(tanS);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanT))\n {\n ao = Falloff(d2) * (sinS - sinT);\n tanH = max(tanH, tanS);\n }\n return ao;\n}\nfloat HorizonOcclusion(vec2 deltaUV,\n vec2 texelDeltaUV,\n vec2 uv0,\n vec3 P,\n float numSteps,\n float randstep,\n vec3 dPdu,\n vec3 dPdv)\n{\n float ao = 0.0;\n vec2 uv = uv0 + SnapUVOffset( randstep * deltaUV );\n deltaUV = SnapUVOffset( deltaUV );\n vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;\n float tanH = BiasedTangent(T);\n#if SAMPLE_FIRST_STEP\n vec2 snapped_duv = SnapUVOffset( randstep * deltaUV + texelDeltaUV );\n ao = IntegerateOcclusion(uv0, snapped_duv, P, dPdu, dPdv, tanH);\n --numSteps;\n#endif\n float sinH = tanH / sqrt(1.0 + tanH*tanH);\n for (float j = 1.0; j <= NUM_STEPS_LOOP; j += 1.0)\n {\n if (j <= numSteps)\n {\n uv += deltaUV;\n vec3 S = FetchEyePos(uv);\n float tanS = Tangent(P, S);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanH))\n {\n float sinS = tanS / sqrt(1.0 + tanS*tanS);\n ao += Falloff(d2) * (sinS - sinH);\n tanH = tanS;\n sinH = sinS;\n }\n }\n }\n return ao;\n}\nvoid ComputeSteps(inout vec2 step_size_uv, inout float numSteps, float ray_radius_pix, float rand)\n{\n numSteps = min(NUM_STEPS, ray_radius_pix);\n float step_size_pix = ray_radius_pix / (numSteps + 1.0);\n float maxNumSteps = g_MaxRadiusPixels / step_size_pix;\n if (maxNumSteps < numSteps)\n {\n numSteps = floor(maxNumSteps + rand);\n numSteps = max(numSteps, 1.0);\n step_size_pix = g_MaxRadiusPixels / numSteps;\n }\n step_size_uv = step_size_pix * g_InvAOResolution;\n}\nfloat CalculateAO(vec2 uv)\n{\n vec3 P = FetchEyePos(uv);\n vec3 rand = texture(RandomTex, uv * g_AOResolution.xy * randomTexSize.zw).xyz;\n vec2 ray_radius_uv = 0.5 * g_R * g_FocalLen / P.z;\n float ray_radius_pix = ray_radius_uv.x * g_AOResolution.x;\n if (ray_radius_pix < 1.0)\n {\n return 1.0;\n }\n float numSteps;\n vec2 step_size;\n ComputeSteps(step_size, numSteps, ray_radius_pix, rand.z);\n vec3 Pr = FetchEyePos(uv + vec2(g_InvAOResolution.x, 0.0));\n vec3 Pl = FetchEyePos(uv + vec2(-g_InvAOResolution.x, 0.0));\n vec3 Pt = FetchEyePos(uv + vec2(0.0, g_InvAOResolution.y));\n vec3 Pb = FetchEyePos(uv + vec2(0.0, -g_InvAOResolution.y));\n vec3 dPdu = MinDiff(P, Pr, Pl);\n vec3 dPdv = MinDiff(P, Pt, Pb) * (g_AOResolution.y * g_InvAOResolution.x);\n float ao = 0.0;\n float alpha = CONSTANT_2PI * INV_NUM_DIRECTIONS;\n for (int d = 0; d < NUM_DIRECTIONS; ++d)\n {\n float angle = alpha * float(d);\n vec2 dir = RotateDirections(vec2(cos(angle), sin(angle)), rand.xy);\n vec2 deltaUV = dir * step_size.xy;\n vec2 texelDeltaUV = dir * g_InvAOResolution;\n ao += HorizonOcclusion(deltaUV, texelDeltaUV, uv, P, numSteps, rand.z, dPdu, dPdv);\n }\n ao = 1.0 - ao * INV_NUM_DIRECTIONS * g_Strength;\n #if CC_USE_FOG != 4 && !CC_USE_FLOAT_OUTPUT\n float fogFactor = 1.0;\n float depth = texture(DepthTex, uv).r;\n vec3 posHS = vec3(uv, depth) * 2.0 - vec3(1.0);\n posHS.xy = cc_cameraPos.w == 0.0 ? vec2(posHS.xy.x, -posHS.xy.y) : posHS.xy;\n vec4 worldPos = GetWorldPosFromNDCPosRH(posHS, cc_matProj, cc_matViewProjInv);\n CC_TRANSFER_FOG_BASE(vec4(worldPos.xyz, 1.0), fogFactor);\n ao = mix(1.0, ao, pow(fogFactor * 0.9, 4.0));\n #endif\n return ao;\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = CalculateAO(v_uv);\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl3": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\nvec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n{\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n}\nfloat rsqrt(float value) { return 1.0 / sqrt(value); }\nvec2 rsqrt(vec2 value) { return vec2(1.0) / sqrt(value); }\nvec3 rsqrt(vec3 value) { return vec3(1.0) / sqrt(value); }\nvec4 rsqrt(vec4 value) { return vec4(1.0) / sqrt(value); }\nfloat rand(vec2 seeds_zero_to_one) {\n return fract(sin(dot(seeds_zero_to_one.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n#if CC_USE_FOG != 4\n float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n vec4 wPos = pos;\n float cam_dis = distance(cameraPos, wPos.xyz);\n return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n }\n float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * fogDensity);\n return f;\n }\n float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n return f;\n }\n float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n vec4 wPos = pos;\n vec3 camWorldProj = cameraPos.xyz;\n camWorldProj.y = 0.;\n vec3 worldPosProj = wPos.xyz;\n worldPosProj.y = 0.;\n float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n float fDeltaY, fDensityIntegral;\n if (cameraPos.y > fogTop) {\n if (wPos.y < fogTop) {\n fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n }\n else {\n fDeltaY = 0.;\n fDensityIntegral = 0.;\n }\n }\n else {\n if (wPos.y < fogTop) {\n float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n fDeltaY = abs(fDeltaA - fDeltaB);\n fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n }\n else {\n fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n }\n }\n float fDensity;\n if (fDeltaY != 0.) {\n fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n }\n else {\n fDensity = 0.;\n }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat InvLength(vec2 v)\n{\n\treturn rsqrt(dot(v,v));\n}\nfloat Tangent(vec3 P, vec3 S)\n{\n\treturn (P.z - S.z) * InvLength(S.xy - P.xy);\n}\nvec3 UVToEye(vec2 uv, float eye_z)\n{\n uv = g_UVToViewA * uv + g_UVToViewB;\n return vec3(uv * eye_z, eye_z);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\nvec3 FetchEyePos(vec2 uv)\n{\n float depth = GetLinearDepth(uv);\n return UVToEye(uv, depth);\n}\nfloat Length2(vec3 v)\n{\n \treturn dot(v, v);\n}\nvec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl)\n{\n \tvec3 V1 = Pr - P;\n \tvec3 V2 = P - Pl;\n \treturn (Length2(V1) < Length2(V2)) ? V1 : V2;\n}\nfloat Falloff(float d2)\n{\n return d2 * g_NegInvR2 + 1.0;\n}\nvec2 SnapUVOffset(vec2 uv)\n{\n return round(uv * g_AOResolution) * g_InvAOResolution;\n}\nfloat TanToSin(float x)\n{\n \treturn x * rsqrt(x*x + 1.0);\n}\nvec3 TangentVector(vec2 deltaUV, vec3 dPdu, vec3 dPdv)\n{\n \treturn deltaUV.x * dPdu + deltaUV.y * dPdv;\n}\nfloat Tangent(vec3 T)\n{\n \treturn -T.z * InvLength(T.xy);\n}\nfloat BiasedTangent(vec3 T)\n{\n return Tangent(T) + g_TanAngleBias;\n}\nvec2 RotateDirections(vec2 Dir, vec2 CosSin)\n{\n \treturn vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,\n \t\tDir.x*CosSin.y + Dir.y*CosSin.x);\n}\nfloat IntegerateOcclusion(vec2 uv0,\n vec2 snapped_duv,\n vec3 P,\n vec3 dPdu,\n vec3 dPdv,\n inout float tanH)\n{\n float ao = 0.0;\n vec3 T1 = TangentVector(snapped_duv, dPdu, dPdv);\n float tanT = BiasedTangent(T1);\n float sinT = TanToSin(tanT);\n vec3 S = FetchEyePos(uv0 + snapped_duv);\n float tanS = Tangent(P, S);\n float sinS = TanToSin(tanS);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanT))\n {\n ao = Falloff(d2) * (sinS - sinT);\n tanH = max(tanH, tanS);\n }\n return ao;\n}\nfloat HorizonOcclusion(vec2 deltaUV,\n vec2 texelDeltaUV,\n vec2 uv0,\n vec3 P,\n float numSteps,\n float randstep,\n vec3 dPdu,\n vec3 dPdv)\n{\n float ao = 0.0;\n vec2 uv = uv0 + SnapUVOffset( randstep * deltaUV );\n deltaUV = SnapUVOffset( deltaUV );\n vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;\n float tanH = BiasedTangent(T);\n#if SAMPLE_FIRST_STEP\n vec2 snapped_duv = SnapUVOffset( randstep * deltaUV + texelDeltaUV );\n ao = IntegerateOcclusion(uv0, snapped_duv, P, dPdu, dPdv, tanH);\n --numSteps;\n#endif\n float sinH = tanH / sqrt(1.0 + tanH*tanH);\n for (float j = 1.0; j <= NUM_STEPS_LOOP; j += 1.0)\n {\n if (j <= numSteps)\n {\n uv += deltaUV;\n vec3 S = FetchEyePos(uv);\n float tanS = Tangent(P, S);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanH))\n {\n float sinS = tanS / sqrt(1.0 + tanS*tanS);\n ao += Falloff(d2) * (sinS - sinH);\n tanH = tanS;\n sinH = sinS;\n }\n }\n }\n return ao;\n}\nvoid ComputeSteps(inout vec2 step_size_uv, inout float numSteps, float ray_radius_pix, float rand)\n{\n numSteps = min(NUM_STEPS, ray_radius_pix);\n float step_size_pix = ray_radius_pix / (numSteps + 1.0);\n float maxNumSteps = g_MaxRadiusPixels / step_size_pix;\n if (maxNumSteps < numSteps)\n {\n numSteps = floor(maxNumSteps + rand);\n numSteps = max(numSteps, 1.0);\n step_size_pix = g_MaxRadiusPixels / numSteps;\n }\n step_size_uv = step_size_pix * g_InvAOResolution;\n}\nfloat CalculateAO(vec2 uv)\n{\n vec3 P = FetchEyePos(uv);\n vec3 rand = texture(RandomTex, uv * g_AOResolution.xy * randomTexSize.zw).xyz;\n vec2 ray_radius_uv = 0.5 * g_R * g_FocalLen / P.z;\n float ray_radius_pix = ray_radius_uv.x * g_AOResolution.x;\n if (ray_radius_pix < 1.0)\n {\n return 1.0;\n }\n float numSteps;\n vec2 step_size;\n ComputeSteps(step_size, numSteps, ray_radius_pix, rand.z);\n vec3 Pr = FetchEyePos(uv + vec2(g_InvAOResolution.x, 0.0));\n vec3 Pl = FetchEyePos(uv + vec2(-g_InvAOResolution.x, 0.0));\n vec3 Pt = FetchEyePos(uv + vec2(0.0, g_InvAOResolution.y));\n vec3 Pb = FetchEyePos(uv + vec2(0.0, -g_InvAOResolution.y));\n vec3 dPdu = MinDiff(P, Pr, Pl);\n vec3 dPdv = MinDiff(P, Pt, Pb) * (g_AOResolution.y * g_InvAOResolution.x);\n float ao = 0.0;\n float alpha = CONSTANT_2PI * INV_NUM_DIRECTIONS;\n for (int d = 0; d < NUM_DIRECTIONS; ++d)\n {\n float angle = alpha * float(d);\n vec2 dir = RotateDirections(vec2(cos(angle), sin(angle)), rand.xy);\n vec2 deltaUV = dir * step_size.xy;\n vec2 texelDeltaUV = dir * g_InvAOResolution;\n ao += HorizonOcclusion(deltaUV, texelDeltaUV, uv, P, numSteps, rand.z, dPdu, dPdv);\n }\n ao = 1.0 - ao * INV_NUM_DIRECTIONS * g_Strength;\n #if CC_USE_FOG != 4 && !CC_USE_FLOAT_OUTPUT\n float fogFactor = 1.0;\n float depth = texture(DepthTex, uv).r;\n vec3 posHS = vec3(uv, depth) * 2.0 - vec3(1.0);\n posHS.xy = cc_cameraPos.w == 0.0 ? vec2(posHS.xy.x, -posHS.xy.y) : posHS.xy;\n vec4 worldPos = GetWorldPosFromNDCPosRH(posHS, cc_matProj, cc_matViewProjInv);\n CC_TRANSFER_FOG_BASE(vec4(worldPos.xyz, 1.0), fogFactor);\n ao = mix(1.0, ao, pow(fogFactor * 0.9, 4.0));\n #endif\n return ao;\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = CalculateAO(v_uv);\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl1": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\nuniform highp mat4 cc_matProj;\n uniform highp mat4 cc_matViewProjInv;\n uniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\nvec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n{\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n}\n float round(float value) {\n float f = fract(value);\n return value - f + (f < 0.5 ? 0.0 : 1.0);\n }\n vec2 round(vec2 value) { return vec2(round(value.x), round(value.y)); }\n vec3 round(vec3 value) { return vec3(round(value.x), round(value.y), round(value.z)); }\n vec4 round(vec4 value) { return vec4(round(value.x), round(value.y), round(value.z), round(value.w)); }\nfloat rsqrt(float value) { return 1.0 / sqrt(value); }\nvec2 rsqrt(vec2 value) { return vec2(1.0) / sqrt(value); }\nvec3 rsqrt(vec3 value) { return vec3(1.0) / sqrt(value); }\nvec4 rsqrt(vec4 value) { return vec4(1.0) / sqrt(value); }\nfloat rand(vec2 seeds_zero_to_one) {\n return fract(sin(dot(seeds_zero_to_one.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n#if CC_USE_FOG != 4\n float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n vec4 wPos = pos;\n float cam_dis = distance(cameraPos, wPos.xyz);\n return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n }\n float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * fogDensity);\n return f;\n }\n float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n return f;\n }\n float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n vec4 wPos = pos;\n vec3 camWorldProj = cameraPos.xyz;\n camWorldProj.y = 0.;\n vec3 worldPosProj = wPos.xyz;\n worldPosProj.y = 0.;\n float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n float fDeltaY, fDensityIntegral;\n if (cameraPos.y > fogTop) {\n if (wPos.y < fogTop) {\n fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n }\n else {\n fDeltaY = 0.;\n fDensityIntegral = 0.;\n }\n }\n else {\n if (wPos.y < fogTop) {\n float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n fDeltaY = abs(fDeltaA - fDeltaB);\n fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n }\n else {\n fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n }\n }\n float fDensity;\n if (fDeltaY != 0.) {\n fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n }\n else {\n fDensity = 0.;\n }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 randomTexSize;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat InvLength(vec2 v)\n{\n\treturn rsqrt(dot(v,v));\n}\nfloat Tangent(vec3 P, vec3 S)\n{\n\treturn (P.z - S.z) * InvLength(S.xy - P.xy);\n}\nvec3 UVToEye(vec2 uv, float eye_z)\n{\n uv = g_UVToViewA * uv + g_UVToViewB;\n return vec3(uv * eye_z, eye_z);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture2D(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\nvec3 FetchEyePos(vec2 uv)\n{\n float depth = GetLinearDepth(uv);\n return UVToEye(uv, depth);\n}\nfloat Length2(vec3 v)\n{\n \treturn dot(v, v);\n}\nvec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl)\n{\n \tvec3 V1 = Pr - P;\n \tvec3 V2 = P - Pl;\n \treturn (Length2(V1) < Length2(V2)) ? V1 : V2;\n}\nfloat Falloff(float d2)\n{\n return d2 * g_NegInvR2 + 1.0;\n}\nvec2 SnapUVOffset(vec2 uv)\n{\n return round(uv * g_AOResolution) * g_InvAOResolution;\n}\nfloat TanToSin(float x)\n{\n \treturn x * rsqrt(x*x + 1.0);\n}\nvec3 TangentVector(vec2 deltaUV, vec3 dPdu, vec3 dPdv)\n{\n \treturn deltaUV.x * dPdu + deltaUV.y * dPdv;\n}\nfloat Tangent(vec3 T)\n{\n \treturn -T.z * InvLength(T.xy);\n}\nfloat BiasedTangent(vec3 T)\n{\n return Tangent(T) + g_TanAngleBias;\n}\nvec2 RotateDirections(vec2 Dir, vec2 CosSin)\n{\n \treturn vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,\n \t\tDir.x*CosSin.y + Dir.y*CosSin.x);\n}\nfloat IntegerateOcclusion(vec2 uv0,\n vec2 snapped_duv,\n vec3 P,\n vec3 dPdu,\n vec3 dPdv,\n inout float tanH)\n{\n float ao = 0.0;\n vec3 T1 = TangentVector(snapped_duv, dPdu, dPdv);\n float tanT = BiasedTangent(T1);\n float sinT = TanToSin(tanT);\n vec3 S = FetchEyePos(uv0 + snapped_duv);\n float tanS = Tangent(P, S);\n float sinS = TanToSin(tanS);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanT))\n {\n ao = Falloff(d2) * (sinS - sinT);\n tanH = max(tanH, tanS);\n }\n return ao;\n}\nfloat HorizonOcclusion(vec2 deltaUV,\n vec2 texelDeltaUV,\n vec2 uv0,\n vec3 P,\n float numSteps,\n float randstep,\n vec3 dPdu,\n vec3 dPdv)\n{\n float ao = 0.0;\n vec2 uv = uv0 + SnapUVOffset( randstep * deltaUV );\n deltaUV = SnapUVOffset( deltaUV );\n vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;\n float tanH = BiasedTangent(T);\n#if SAMPLE_FIRST_STEP\n vec2 snapped_duv = SnapUVOffset( randstep * deltaUV + texelDeltaUV );\n ao = IntegerateOcclusion(uv0, snapped_duv, P, dPdu, dPdv, tanH);\n --numSteps;\n#endif\n float sinH = tanH / sqrt(1.0 + tanH*tanH);\n for (float j = 1.0; j <= NUM_STEPS_LOOP; j += 1.0)\n {\n if (j <= numSteps)\n {\n uv += deltaUV;\n vec3 S = FetchEyePos(uv);\n float tanS = Tangent(P, S);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanH))\n {\n float sinS = tanS / sqrt(1.0 + tanS*tanS);\n ao += Falloff(d2) * (sinS - sinH);\n tanH = tanS;\n sinH = sinS;\n }\n }\n }\n return ao;\n}\nvoid ComputeSteps(inout vec2 step_size_uv, inout float numSteps, float ray_radius_pix, float rand)\n{\n numSteps = min(NUM_STEPS, ray_radius_pix);\n float step_size_pix = ray_radius_pix / (numSteps + 1.0);\n float maxNumSteps = g_MaxRadiusPixels / step_size_pix;\n if (maxNumSteps < numSteps)\n {\n numSteps = floor(maxNumSteps + rand);\n numSteps = max(numSteps, 1.0);\n step_size_pix = g_MaxRadiusPixels / numSteps;\n }\n step_size_uv = step_size_pix * g_InvAOResolution;\n}\nfloat CalculateAO(vec2 uv)\n{\n vec3 P = FetchEyePos(uv);\n vec3 rand = texture2D(RandomTex, uv * g_AOResolution.xy * randomTexSize.zw).xyz;\n vec2 ray_radius_uv = 0.5 * g_R * g_FocalLen / P.z;\n float ray_radius_pix = ray_radius_uv.x * g_AOResolution.x;\n if (ray_radius_pix < 1.0)\n {\n return 1.0;\n }\n float numSteps;\n vec2 step_size;\n ComputeSteps(step_size, numSteps, ray_radius_pix, rand.z);\n vec3 Pr = FetchEyePos(uv + vec2(g_InvAOResolution.x, 0.0));\n vec3 Pl = FetchEyePos(uv + vec2(-g_InvAOResolution.x, 0.0));\n vec3 Pt = FetchEyePos(uv + vec2(0.0, g_InvAOResolution.y));\n vec3 Pb = FetchEyePos(uv + vec2(0.0, -g_InvAOResolution.y));\n vec3 dPdu = MinDiff(P, Pr, Pl);\n vec3 dPdv = MinDiff(P, Pt, Pb) * (g_AOResolution.y * g_InvAOResolution.x);\n float ao = 0.0;\n float alpha = CONSTANT_2PI * INV_NUM_DIRECTIONS;\n for (int d = 0; d < NUM_DIRECTIONS; ++d)\n {\n float angle = alpha * float(d);\n vec2 dir = RotateDirections(vec2(cos(angle), sin(angle)), rand.xy);\n vec2 deltaUV = dir * step_size.xy;\n vec2 texelDeltaUV = dir * g_InvAOResolution;\n ao += HorizonOcclusion(deltaUV, texelDeltaUV, uv, P, numSteps, rand.z, dPdu, dPdv);\n }\n ao = 1.0 - ao * INV_NUM_DIRECTIONS * g_Strength;\n #if CC_USE_FOG != 4 && !CC_USE_FLOAT_OUTPUT\n float fogFactor = 1.0;\n float depth = texture2D(DepthTex, uv).r;\n vec3 posHS = vec3(uv, depth) * 2.0 - vec3(1.0);\n posHS.xy = cc_cameraPos.w == 0.0 ? vec2(posHS.xy.x, -posHS.xy.y) : posHS.xy;\n vec4 worldPos = GetWorldPosFromNDCPosRH(posHS, cc_matProj, cc_matViewProjInv);\n CC_TRANSFER_FOG_BASE(vec4(worldPos.xyz, 1.0), fogFactor);\n ao = mix(1.0, ao, pow(fogFactor * 0.9, 4.0));\n #endif\n return ao;\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nvarying vec2 v_uv;\nvoid main () {\n float ao = CalculateAO(v_uv);\n gl_FragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_FOG",
- "type": "number",
- "defines": [],
- "range": [
- 0,
- 4
- ]
- },
- {
- "name": "SAMPLE_FIRST_STEP",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_FLOAT_OUTPUT",
- "type": "boolean",
- "defines": [
- "CC_USE_FOG"
- ]
- }
- ],
- "name": "pipeline/post-process/hbao|hbao-vs|hbao-fs"
- },
- {
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": [],
- "attributes": [
- {
- "name": "a_position",
- "defines": [],
- "format": 32,
- "location": 0
- },
- {
- "name": "a_normal",
- "defines": [],
- "format": 32,
- "location": 1
- },
- {
- "name": "a_texCoord",
- "defines": [],
- "format": 21,
- "location": 2
- },
- {
- "name": "a_tangent",
- "defines": [],
- "format": 44,
- "location": 3
- },
- {
- "name": "a_joints",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "location": 4
- },
- {
- "name": "a_weights",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "format": 44,
- "location": 5
- },
- {
- "name": "a_jointAnimInfo",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 6
- },
- {
- "name": "a_matWorld0",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 7
- },
- {
- "name": "a_matWorld1",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 8
- },
- {
- "name": "a_matWorld2",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 9
- },
- {
- "name": "a_lightingMapUVParam",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHTMAP"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 10
- },
- {
- "name": "a_localShadowBiasAndProbeId",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 11
- },
- {
- "name": "a_reflectionProbeData",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_REFLECTION_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 12
- },
- {
- "name": "a_sh_linear_const_r",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 13
- },
- {
- "name": "a_sh_linear_const_g",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 14
- },
- {
- "name": "a_sh_linear_const_b",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 15
- },
- {
- "name": "a_vertexId",
- "defines": [
- "CC_USE_MORPH"
- ],
- "format": 11,
- "location": 16
- }
- ],
- "varyings": [
- {
- "name": "v_uv",
- "type": 14,
- "count": 1,
- "defines": [],
- "stageFlags": 17,
- "location": 0
- }
- ],
- "fragColors": [
- {
- "name": "fragColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "location": 0
- }
- ],
- "descriptors": [
- {
- "rate": 0,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 1,
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 2,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 3,
- "blocks": [
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCGlobal",
- "members": [
- {
- "name": "cc_time",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_screenSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nativeSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_probeInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_debug_view_mode",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- },
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCCamera",
- "members": [
- {
- "name": "cc_matView",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_cameraPos",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_surfaceTransform",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_screenScale",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_exposure",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitDir",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientSky",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientGround",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogBase",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogAdd",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nearFar",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_viewPort",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- }
- ],
- "samplerTextures": [
- {
- "name": "DepthTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 1
- },
- {
- "name": "AOTexNearest",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 3
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- }
- ],
- "hash": 2988452062,
- "glsl4": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n#if CC_USE_FOG != 4\n#endif\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(1.0, 0.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl3": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n#if CC_USE_FOG != 4\n#endif\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(1.0, 0.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl1": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\nuniform highp mat4 cc_matProj;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n#if CC_USE_FOG != 4\n#endif\n uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture2D(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture2D(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture2D(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nvarying vec2 v_uv;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(1.0, 0.0));\n gl_FragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_FOG",
- "type": "number",
- "defines": [],
- "range": [
- 0,
- 4
- ]
- }
- ],
- "name": "pipeline/post-process/hbao|hbao-vs|blurx-fs"
- },
- {
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": [],
- "attributes": [
- {
- "name": "a_position",
- "defines": [],
- "format": 32,
- "location": 0
- },
- {
- "name": "a_normal",
- "defines": [],
- "format": 32,
- "location": 1
- },
- {
- "name": "a_texCoord",
- "defines": [],
- "format": 21,
- "location": 2
- },
- {
- "name": "a_tangent",
- "defines": [],
- "format": 44,
- "location": 3
- },
- {
- "name": "a_joints",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "location": 4
- },
- {
- "name": "a_weights",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "format": 44,
- "location": 5
- },
- {
- "name": "a_jointAnimInfo",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 6
- },
- {
- "name": "a_matWorld0",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 7
- },
- {
- "name": "a_matWorld1",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 8
- },
- {
- "name": "a_matWorld2",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 9
- },
- {
- "name": "a_lightingMapUVParam",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHTMAP"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 10
- },
- {
- "name": "a_localShadowBiasAndProbeId",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 11
- },
- {
- "name": "a_reflectionProbeData",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_REFLECTION_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 12
- },
- {
- "name": "a_sh_linear_const_r",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 13
- },
- {
- "name": "a_sh_linear_const_g",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 14
- },
- {
- "name": "a_sh_linear_const_b",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 15
- },
- {
- "name": "a_vertexId",
- "defines": [
- "CC_USE_MORPH"
- ],
- "format": 11,
- "location": 16
- }
- ],
- "varyings": [
- {
- "name": "v_uv",
- "type": 14,
- "count": 1,
- "defines": [],
- "stageFlags": 17,
- "location": 0
- }
- ],
- "fragColors": [
- {
- "name": "fragColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "location": 0
- }
- ],
- "descriptors": [
- {
- "rate": 0,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 1,
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 2,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 3,
- "blocks": [
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCGlobal",
- "members": [
- {
- "name": "cc_time",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_screenSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nativeSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_probeInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_debug_view_mode",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- },
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCCamera",
- "members": [
- {
- "name": "cc_matView",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_cameraPos",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_surfaceTransform",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_screenScale",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_exposure",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitDir",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientSky",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientGround",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogBase",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogAdd",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nearFar",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_viewPort",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- }
- ],
- "samplerTextures": [
- {
- "name": "DepthTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 1
- },
- {
- "name": "AOTexNearest",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 3
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- }
- ],
- "hash": 3415474874,
- "glsl4": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n#if CC_USE_FOG != 4\n#endif\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(0.0, 1.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl3": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n#if CC_USE_FOG != 4\n#endif\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(0.0, 1.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl1": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\nuniform highp mat4 cc_matProj;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n#if CC_USE_FOG != 4\n#endif\n uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = texture2D(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture2D(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture2D(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nvarying vec2 v_uv;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(0.0, 1.0));\n gl_FragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_FOG",
- "type": "number",
- "defines": [],
- "range": [
- 0,
- 4
- ]
- }
- ],
- "name": "pipeline/post-process/hbao|hbao-vs|blury-fs"
- },
- {
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": [],
- "attributes": [
- {
- "name": "a_position",
- "defines": [],
- "format": 32,
- "location": 0
- },
- {
- "name": "a_normal",
- "defines": [],
- "format": 32,
- "location": 1
- },
- {
- "name": "a_texCoord",
- "defines": [],
- "format": 21,
- "location": 2
- },
- {
- "name": "a_tangent",
- "defines": [],
- "format": 44,
- "location": 3
- },
- {
- "name": "a_joints",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "location": 4
- },
- {
- "name": "a_weights",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "format": 44,
- "location": 5
- },
- {
- "name": "a_jointAnimInfo",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 6
- },
- {
- "name": "a_matWorld0",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 7
- },
- {
- "name": "a_matWorld1",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 8
- },
- {
- "name": "a_matWorld2",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 9
- },
- {
- "name": "a_lightingMapUVParam",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHTMAP"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 10
- },
- {
- "name": "a_localShadowBiasAndProbeId",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 11
- },
- {
- "name": "a_reflectionProbeData",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_REFLECTION_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 12
- },
- {
- "name": "a_sh_linear_const_r",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 13
- },
- {
- "name": "a_sh_linear_const_g",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 14
- },
- {
- "name": "a_sh_linear_const_b",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 15
- },
- {
- "name": "a_vertexId",
- "defines": [
- "CC_USE_MORPH"
- ],
- "format": 11,
- "location": 16
- }
- ],
- "varyings": [
- {
- "name": "v_uv",
- "type": 14,
- "count": 1,
- "defines": [],
- "stageFlags": 17,
- "location": 0
- }
- ],
- "fragColors": [
- {
- "name": "fragColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "location": 0
- }
- ],
- "descriptors": [
- {
- "rate": 0,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 1,
- "blocks": [
- {
- "name": "hbaoUBO",
- "members": [
- {
- "name": "uvDepthToEyePosParams",
- "type": 16,
- "count": 1
- },
- {
- "name": "radiusParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "miscParam",
- "type": 16,
- "count": 1
- },
- {
- "name": "randomTexSize",
- "type": 16,
- "count": 1
- },
- {
- "name": "blurParam",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [],
- "stageFlags": 16,
- "binding": 0
- }
- ],
- "samplerTextures": [
- {
- "name": "RandomTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 2
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 2,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 3,
- "blocks": [
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCGlobal",
- "members": [
- {
- "name": "cc_time",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_screenSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nativeSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_probeInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_debug_view_mode",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- },
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCCamera",
- "members": [
- {
- "name": "cc_matView",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_cameraPos",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_surfaceTransform",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_screenScale",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_exposure",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitDir",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientSky",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientGround",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogBase",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogAdd",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nearFar",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_viewPort",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- }
- ],
- "samplerTextures": [
- {
- "name": "DepthTex",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 1
- },
- {
- "name": "AOTexNearest",
- "type": 28,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "binding": 3
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- }
- ],
- "hash": 2936562803,
- "glsl4": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_USE_FOG != 4\n#endif\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nfloat Combine(vec2 uv)\n{\n float ao = texture(AOTexNearest, uv).x;\n return g_AOSaturation > 1.0 ? pow(ao, g_AOSaturation) : mix(1.0, ao, g_AOSaturation);\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = Combine(v_uv);\n fragColor = vec4(1.0, 1.0, 1.0, ao);\n}"
- },
- "glsl3": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_USE_FOG != 4\n#endif\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nfloat Combine(vec2 uv)\n{\n float ao = texture(AOTexNearest, uv).x;\n return g_AOSaturation > 1.0 ? pow(ao, g_AOSaturation) : mix(1.0, ao, g_AOSaturation);\n}\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = Combine(v_uv);\n fragColor = vec4(1.0, 1.0, 1.0, ao);\n}"
- },
- "glsl1": {
- "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_USE_FOG != 4\n#endif\n uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nfloat Combine(vec2 uv)\n{\n float ao = texture2D(AOTexNearest, uv).x;\n return g_AOSaturation > 1.0 ? pow(ao, g_AOSaturation) : mix(1.0, ao, g_AOSaturation);\n}\nvarying vec2 v_uv;\nvoid main () {\n float ao = Combine(v_uv);\n gl_FragColor = vec4(1.0, 1.0, 1.0, ao);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_FOG",
- "type": "number",
- "defines": [],
- "range": [
- 0,
- 4
- ]
- }
- ],
- "name": "pipeline/post-process/hbao|hbao-vs|combine-fs"
- }
- ],
- "combinations": [],
- "hideInEditor": false
- }
|