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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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48
servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
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48
servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
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/* clang-format off */
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[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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/* clang-format on */
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layout(push_constant, binding = 1, std430) uniform Params {
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vec2 pixel_size;
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float z_far;
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float z_near;
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ivec2 source_size;
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bool orthogonal;
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uint pad;
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}
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params;
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#ifdef MINIFY_START
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layout(set = 0, binding = 0) uniform sampler2D source_texture;
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#else
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layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
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#endif
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layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
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void main() {
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
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return;
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}
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#ifdef MINIFY_START
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float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
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if (params.orthogonal) {
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depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
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} else {
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depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
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}
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#else
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float depth = imageLoad(source_image, pos << 1).r;
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#endif
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imageStore(dest_image, pos, vec4(depth));
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}
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