OpenGL2: Don't use initialized arrays in glsl shaders.
Unsupported in GLSL 1.20 (Mac OS X 10.6)
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67dace6c20
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356ae10ef6
3 changed files with 38 additions and 3 deletions
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@ -4,6 +4,7 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
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varying vec2 var_ScreenTex;
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#if 0
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vec2 poissonDisc[9] = vec2[9](
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vec2(-0.7055767, 0.196515), vec2(0.3524343, -0.7791386),
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vec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417),
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@ -11,6 +12,8 @@ vec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181),
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vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854),
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vec2(0.7320465, 0.6317794)
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);
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#endif
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#define NUM_SAMPLES 3
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// Input: It uses texture coords as the random number seed.
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@ -46,6 +49,18 @@ float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNea
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float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale)
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{
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vec2 poissonDisc[9];
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poissonDisc[0] = vec2(-0.7055767, 0.196515);
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poissonDisc[1] = vec2(0.3524343, -0.7791386);
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poissonDisc[2] = vec2(0.2391056, 0.9189604);
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poissonDisc[3] = vec2(-0.07580382, -0.09224417);
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poissonDisc[4] = vec2(0.5784913, -0.002528916);
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poissonDisc[5] = vec2(0.192888, 0.4064181);
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poissonDisc[6] = vec2(-0.6335801, -0.5247476);
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poissonDisc[7] = vec2(-0.5579782, 0.7491854);
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poissonDisc[8] = vec2(0.7320465, 0.6317794);
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float result = 0;
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float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear);
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