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Fix sampling bug when SSAO is using half size
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@@ -161,17 +161,11 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
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still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
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p_output_coord /= 2;
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groupMemoryBarrier();
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barrier();
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if (still_alive) {
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// Use the previous average, not ideal, but still not bad.
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float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
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float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8];
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float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0];
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float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8];
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float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
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imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
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imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(sample_00));
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}
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#endif
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}
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@@ -190,6 +184,7 @@ void prepare_depths(vec4 p_samples, uvec2 p_tid) {
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void main() {
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#ifdef USE_HALF_BUFFERS
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// Half buffers means that we divide depth into two half res buffers (we only capture 1/4 of pixels).
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#ifdef USE_HALF_SIZE
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float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x;
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float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x;
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@@ -219,11 +214,11 @@ void main() {
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vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
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vec4 samples = textureGather(source_depth, uv);
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#endif
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#endif //USE_HALF_SIZE
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#ifdef GENERATE_MIPS
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prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy);
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#else
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prepare_depths(samples, gl_GlobalInvocationID.xy);
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#endif
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#endif
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#endif //USE_HALF_BUFFERS
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}
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