/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.24/esri/copyright.txt for details. */ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{ReadLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{CameraSpace as o,getZScale as t}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{Float2PassUniform as a}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float2Uniform as n}from"../views/3d/webgl-engine/core/shaderModules/Float2Uniform.js";import{FloatUniform as i}from"../views/3d/webgl-engine/core/shaderModules/FloatUniform.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as l}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Texture2DUniform.js";import{SSAOOutput as d}from"../views/3d/webgl-engine/lib/SSAOTechniqueConfiguration.js";const f={samples:16,filterRadius:4};function u(u){const p=new l,m=p.fragment;if(p.include(e),u.output===d.Blur){const e=(f.filterRadius+1)/2,o=1/(2*e*e);m.include(r),m.uniforms.add([new c("normalMap"),new c("depthMap"),new c("tex"),new n("blurSize"),new i("projScale"),new a("nearFar",((e,r)=>r.camera.nearFar))]),m.code.add(s` void blurFunction(vec2 uv, float r, float center_d, float sharpness, inout float wTotal, inout float bTotal) { float c = texture2D(tex, uv).r; float d = linearDepthFromTexture(depthMap, uv, nearFar); float ddiff = d - center_d; float w = exp(-r * r * ${s.float(o)} - ddiff * ddiff * sharpness); wTotal += w; bTotal += w * c; } `),m.code.add(s` void main(void) { float b = 0.0; float w_total = 0.0; float center_d = linearDepthFromTexture(depthMap, uv, nearFar); float sharpness = -0.05 * projScale/center_d; for (int r = -${s.int(f.filterRadius)}; r <= ${s.int(f.filterRadius)}; ++r) { float rf = float(r); vec2 uvOffset = uv + rf * blurSize; blurFunction(uvOffset, rf, center_d, sharpness, w_total, b); } gl_FragColor = vec4(b / w_total); } `)}return u.output===d.SSAO&&(m.include(r),p.include(o),m.uniforms.add(new c("normalMap")),m.uniforms.add(new c("depthMap")),m.uniforms.add(new c("rnm")),m.uniforms.add(new i("intensity")),m.uniforms.add(new i("projScale")),m.uniforms.add(new i("radius")),m.uniforms.add(new a("nearFar",((e,r)=>r.camera.nearFar))),m.uniforms.add(new n("screenSize")),m.uniforms.add(new n("rnmScale")),m.code.add(s`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); }`),m.code.add(s`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); }`),p.fragment.uniforms.add(new a("zScale",((e,r)=>t(r)))),m.code.add(s` 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(${s.int(f.samples)}),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); } `)),p}const p=Object.freeze(Object.defineProperty({__proto__:null,build:u},Symbol.toStringTag,{value:"Module"}));export{p as S,u as b};