Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanup
Cleanup leftover functions from adding SSAO
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1f7d6ba736
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@ -5208,7 +5208,6 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
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RENDER_TIMESTAMP("Process SSAO");
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//TODO clear when settings chenge to or from ultra
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if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
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RD::get_singleton()->free(rb->ssao.depth);
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RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
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@ -249,7 +249,6 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa
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SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
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}
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// this function is designed to only work with half/half depth at the moment - there's a couple of hardcoded paths that expect pixel/texel size, so it will not work for full res
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void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
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vec2 pos_rounded = trunc(p_pos);
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uvec2 upos = uvec2(pos_rounded);
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@ -257,8 +256,8 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
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const int number_of_taps = (p_adaptive_base) ? (SSAO_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
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float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
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vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); // g_ViewspaceDepthSource.GatherRed(g_PointMirrorSampler, pos_rounded * params.half_screen_pixel_size);
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vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); // g_ViewspaceDepthSource.GatherRed(g_PointMirrorSampler, pos_rounded * params.half_screen_pixel_size, ivec2(1, 1));
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vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
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vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
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// get this pixel's viewspace depth
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pix_z = valuesUL.y;
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@ -276,8 +275,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
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uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
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vec3 pixel_normal = load_normal(ivec2(full_res_coord));
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//const vec2 pixel_size_at_center = pix_center_pos.z * params.NDC_to_view_mul * params.half_screen_pixel_size; // optimized approximation of:
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vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size * 0.5, pix_center_pos.z).xy - pix_center_pos.xy;
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const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
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float pixel_lookup_radius;
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float fallof_sq;
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@ -440,9 +438,6 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
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fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
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}
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// same as a bove, but a lot more conservative version
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// fade_out *= clamp( dot( edgesLRTB, vec4( 0.9, 0.9, 0.9, 0.9 ) ) - 2.6 , 0.0, 1.0);
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// strength
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obscurance = params.intensity * obscurance;
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