/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.25/esri/copyright.txt for details. */ import{unwrap as e}from"../core/maybe.js";import{s as r}from"./vec2.js";import{a as o}from"./vec2f64.js";import{ScreenSpacePass as t}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{CameraSpace as n,getZScale as i}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{Float2PassUniform as s}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{FloatPassUniform as c}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as l}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as u}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";const m=16,p=.5;function d(){const o=new u,d=o.fragment;return o.include(t),d.include(a),o.include(n),d.uniforms.add(new c("radius",((e,r)=>v(r)))),d.code.add(l`vec3 sphere[16]; void fillSphere() { sphere[0] = vec3(0.186937, 0.0, 0.0); sphere[1] = vec3(0.700542, 0.0, 0.0); sphere[2] = vec3(-0.864858, -0.481795, -0.111713); sphere[3] = vec3(-0.624773, 0.102853, -0.730153); sphere[4] = vec3(-0.387172, 0.260319, 0.007229); sphere[5] = vec3(-0.222367, -0.642631, -0.707697); sphere[6] = vec3(-0.01336, -0.014956, 0.169662); sphere[7] = vec3(0.122575, 0.1544, -0.456944); sphere[8] = vec3(-0.177141, 0.85997, -0.42346); sphere[9] = vec3(-0.131631, 0.814545, 0.524355); sphere[10] = vec3(-0.779469, 0.007991, 0.624833); sphere[11] = vec3(0.308092, 0.209288,0.35969); sphere[12] = vec3(0.359331, -0.184533, -0.377458); sphere[13] = vec3(0.192633, -0.482999, -0.065284); sphere[14] = vec3(0.233538, 0.293706, -0.055139); sphere[15] = vec3(0.417709, -0.386701, 0.442449); } float fallOffFunction(float vv, float vn, float bias) { float f = max(radius * radius - vv, 0.0); return f * f * f * max(vn-bias, 0.0); }`),d.code.add(l`float aoValueFromPositionsAndNormal(vec3 C, vec3 n_C, vec3 Q) { vec3 v = Q - C; float vv = dot(v, v); float vn = dot(normalize(v), n_C); return fallOffFunction(vv, vn, 0.1); }`),d.uniforms.add([new s("nearFar",((e,r)=>r.camera.nearFar)),new f("normalMap",(e=>e.normalTexture)),new f("depthMap",(e=>e.depthTexture)),new s("zScale",((e,r)=>i(r))),new c("projScale",(e=>e.projScale)),new f("rnm",(e=>e.noiseTexture)),new s("rnmScale",((o,t)=>r(h,t.camera.fullWidth/e(o.noiseTexture).descriptor.width,t.camera.fullHeight/e(o.noiseTexture).descriptor.height))),new c("intensity",((e,r)=>4*p/v(r)**6)),new s("screenSize",((e,o)=>r(h,o.camera.fullWidth,o.camera.fullHeight)))]),d.code.add(l` void main(void) { fillSphere(); vec3 fres = normalize((texture2D(rnm, uv * rnmScale).xyz * 2.0) - vec3(1.0)); float currentPixelDepth = linearDepthFromTexture(depthMap, uv, nearFar); if (-currentPixelDepth>nearFar.y || -currentPixelDepth screenSize.x || tc.y > screenSize.y) continue; vec2 tcTap = tc / screenSize; float occluderFragmentDepth = linearDepthFromTexture(depthMap, tcTap, nearFar); if (isTerrain) { bool isTerrainTap = texture2D(normalMap, tcTap).w<0.5; if (isTerrainTap) { continue; } } tapPixelPos = reconstructPosition(tc, occluderFragmentDepth); sum+= aoValueFromPositionsAndNormal(currentPixelPos, norm, tapPixelPos); } // output the result float A = max(1.0 - sum * intensity / float(${l.int(m)}),0.0); // Anti-tone map to reduce contrast and drag dark region farther: (x^0.2 + 1.2 * x^4)/2.2 A = (pow(A, 0.2) + 1.2 * A*A*A*A) / 2.2; gl_FragColor = vec4(A); } `),o}function v(e){return Math.max(10,20*e.camera.computeRenderPixelSizeAtDist(Math.abs(4*e.camera.relativeElevation)))}const h=o(),x=Object.freeze(Object.defineProperty({__proto__:null,build:d},Symbol.toStringTag,{value:"Module"}));export{x as S,d as b};