EEVEE: Planar reflections: Fix ambient occlusion broken in reflections
Use the maxzbuffer to get the correct depth information.
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@ -10,6 +10,8 @@
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* The final integration is done at the resolve stage with the shading normal.
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*/
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in vec4 uvcoordsvar;
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out vec4 FragColor;
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uniform sampler2D normalBuffer;
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@ -79,8 +81,6 @@ bool reconstruct_view_position_and_normal_from_depth(vec2 texel, out vec3 vP, ou
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#ifdef DEBUG_AO
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in vec4 uvcoordsvar;
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void main()
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{
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vec3 vP, vNg;
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@ -112,8 +112,8 @@ void main()
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void main()
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{
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vec2 uvs = gl_FragCoord.xy / vec2(textureSize(gtao_depthBuffer, 0).xy);
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float depth = gtao_textureLod(gtao_depthBuffer, uvs, 0.0).r;
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vec2 uvs = uvcoordsvar.xy;
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float depth = textureLod(maxzBuffer, uvs * hizUvScale.xy, 0.0).r;
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vec3 vP = get_view_space_from_depth(uvs, depth);
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OcclusionData data = NO_OCCLUSION_DATA;
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