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								// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Depth.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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								float getDepth( sampler2D _depthTexture, vec2 screenUV )
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								{
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								  return textureLod( _depthTexture, screenUV, 0.0 ).r;
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								}
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								vec3 getDepthViewPositiontAtScreen( sampler2D _depthTexture, vec2 screenUV, mat4 _INV_PROJECTION_MATRIX )
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								{
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								  float depthValue = getDepth( _depthTexture, screenUV );
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								  return screenToView( screenUV, depthValue, _INV_PROJECTION_MATRIX ).xyz;
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								}
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								float getDepthProximityAlpha( sampler2D _depthTexture, vec2 screenUV, mat4 _INV_PROJECTION_MATRIX, float vertexZ, float fadeDistance )
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								{
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								  vec3 depthViewPosition = getDepthViewPositiontAtScreen( _depthTexture, screenUV, _INV_PROJECTION_MATRIX );
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								  return clamp( 1.0 - smoothstep( depthViewPosition.z + fadeDistance, depthViewPosition.z, vertexZ ), 0.0, 1.0);
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								}
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								vec3 getDepthViewPositionAtViewPosition( sampler2D _depthTexture, vec3 viewPosition, mat4 _PROJECTION_MATRIX, mat4 _INV_PROJECTION_MATRIX )
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								{
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								  vec2 screenPosition = viewToScreen( viewPosition, _PROJECTION_MATRIX );
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								  vec3 depthViewPosition = getDepthViewPositiontAtScreen( _depthTexture, screenPosition, _INV_PROJECTION_MATRIX );
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								  return depthViewPosition;
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								}
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								bool isVisibleAt( sampler2D _depthTexture, vec3 viewPosition, mat4 _PROJECTION_MATRIX, mat4 _INV_PROJECTION_MATRIX )
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								{  
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								  vec3 depthViewPosition = getDepthViewPositionAtViewPosition( _depthTexture, viewPosition, _PROJECTION_MATRIX, _INV_PROJECTION_MATRIX );
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								  float visible = viewPosition.z - depthViewPosition.z;
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									return visible > 0.0;
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								}
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								bool isInFrontOf( sampler2D _depthTexture, vec3 viewPosition, vec2 screenPosition, mat4 _INV_PROJECTION_MATRIX )
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								{  
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								  vec3 depthViewPosition = getDepthViewPositiontAtScreen( _depthTexture, screenPosition, _INV_PROJECTION_MATRIX );
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								  float visible = viewPosition.z - depthViewPosition.z;
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									return visible > 0.0;
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								}
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								bool isInFrontOfDepth( sampler2D _depthTexture, float testDepth, vec2 screenPosition )
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								{  
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								  float screenDepth = getDepth( _depthTexture, screenPosition );
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								  float visible = testDepth - screenDepth;  
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									return visible > 0.0;
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								}
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								float getQuickOcclusionAt( sampler2D _depthTexture, vec3 viewPosition, vec2 uvPixelSize, int maxSteps,  float stride, 
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								                           mat4 _PROJECTION_MATRIX, mat4 _INV_PROJECTION_MATRIX )
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								{
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								  vec4 clipPosition = viewToClip( viewPosition, _PROJECTION_MATRIX );
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								  vec2 screenPosition = clipToScreen( clipPosition );
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								  float depth = clipPosition.z;
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								  bool isOccludedAtCenter = ! isInFrontOfDepth( _depthTexture, depth, screenPosition );
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								  if ( isOccludedAtCenter )
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								  {
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								    return 0.0;
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								  }
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								  float offsetPerLevel = 1.0 / ( float( maxSteps ) + 1.0 );
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								  float h2 = pow( 2.0, 0.5 ) / 2.0; 
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								  vec2[] offsets = 
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								  {
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								    // vec2( -h2,   -h2  ),
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								    vec2(  0.0,  -1.0 ),
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								    // vec2(  h2,   -h2 ),
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								    vec2( -1.0,   0.0 ),
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								    vec2(  1.0,   0.0 ),
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								    // vec2( -h2,   h2 ),
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								    vec2(  0.0,   1.0 )
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								    // vec2(  h2,   h2 )
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								  };
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								  int angles = 4;
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								  for ( int i = 0; i < maxSteps; i++ )
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								  {
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								    float occluded = 0.0; 
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								    vec2 rayScale = ( 1.0 + float( i ) ) * uvPixelSize * stride;
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								    for ( int j = 0; j < angles; j++ )
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								    {
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								      vec2 rayOffset = offsets[ j ] * rayScale;
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								      vec2 uvTestPosition = screenPosition + rayOffset; 
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								      bool stepVisible = isInFrontOfDepth( _depthTexture, depth, uvTestPosition );
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								      occluded += stepVisible ? 0.0 : 1.0;
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								    }
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								    if ( occluded > 0.0 )
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								    {
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								      float occludedSteps = occluded / float( angles );
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								      float levelOffset = ( float( i ) + 2.0 ) * offsetPerLevel;
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								      return levelOffset - occludedSteps * offsetPerLevel;
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								    }
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								  }
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								  return 1.0;
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								}
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								float getOcclusionAt( sampler2D _depthTexture, vec3 viewPosition, vec2 uvPixelSize, int maxSteps,  float stride, 
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								                           mat4 _PROJECTION_MATRIX, mat4 _INV_PROJECTION_MATRIX )
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								{
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								  vec4 clipPosition = viewToClip( viewPosition, _PROJECTION_MATRIX );
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								  vec2 screenPosition = clipToScreen( clipPosition );
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								  float depth = clipPosition.z;
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								  float maxOcclusion = 2.0 + float( maxSteps ) * 8.0;
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								  float occlusion = 0.0;
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								  bool centerVisible = isInFrontOfDepth( _depthTexture, depth, screenPosition );
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								  if ( centerVisible )
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								  {
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								    occlusion += 2.0;
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								  }
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								  float h2 = pow( 2.0, 0.5 ) / 2.0; 
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								  vec2[] offsets = 
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								  {
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								    vec2( -h2,   -h2  ),
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								    vec2(  0.0,  -1.0 ),
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								    vec2(  h2,   -h2 ),
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								    vec2( -1.0,   0.0 ),
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								    vec2(  1.0,   0.0 ),
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								    vec2( -h2,   h2 ),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    vec2(  0.0,   1.0 ),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    vec2(  h2,   h2 )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  };
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for ( int i = 0; i < maxSteps; i++ )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    vec2 rayScale = ( 1.0 + float( i ) ) * uvPixelSize * stride;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    for ( int j = 0; j < 8; j++ )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      vec2 rayOffset = offsets[ j ] * rayScale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      vec2 uvTestPosition = screenPosition + rayOffset; 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      bool stepVisible = isInFrontOfDepth( _depthTexture, depth, uvTestPosition );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      if ( stepVisible )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        occlusion += 1.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      } 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return occlusion / maxOcclusion;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |