Created
February 20, 2014 17:40
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SSAO loop
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for (int i_3 = 0; i_3 < 8; i_3++) { | |
vec2 offsetDepth_14; | |
vec2 tmpvar_15; | |
tmpvar_15 = (rotation_8 * OFFSETS1_7[i_3]); | |
offsetDepth_14.x = texture2D (xlu_depthBuffer, (uv_1 + (tmpvar_15 * radiusTex_5))).x; | |
offsetDepth_14.y = texture2D (xlu_depthBuffer, (uv_1 - (tmpvar_15 * radiusTex_5))).x; | |
float tmpvar_16; | |
tmpvar_16 = (float((i_3 + 1)) / 10.0); | |
vec2 tmpvar_17; | |
tmpvar_17 = (((offsetDepth_14 - vec2(baseDepth_9)) / (0.006 * | |
sqrt((1.0 - (tmpvar_16 * tmpvar_16))) | |
)) + 0.5); | |
float tmpvar_18; | |
tmpvar_18 = clamp ((1.0 + min (tmpvar_17.x, tmpvar_17.y)), 0.0, 1.0); | |
occ_6 = (occ_6 + (( | |
clamp (tmpvar_17.x, 0.0, 1.0) | |
+ | |
clamp (tmpvar_17.y, 0.0, 1.0) | |
) * tmpvar_18)); | |
numSamples_4 = (numSamples_4 + (2.0 * tmpvar_18)); | |
}; |
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