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++ // Copyright (C) 2014 NVIDIA Corporation.
++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB
++ #define SSAO_CUSTOM_MATERIAL_GLSLLIB
++
++ #ifdef QQ3D_SHADER_META
++ /*{
++ "uniforms": [
++ { "type": "sampler2D", "name": "qt_aoTexture" , "condition": "QSSG_ENABLE_SSAO", "multiview_dependent": true }
++ ]
++ }*/
++ #endif // QQ3D_SHADER_META
++
++ #if QSSG_ENABLE_SSAO
++
++ float qt_screenSpaceAmbientOcclusionFactor()
++ {
++ #if QSHADER_VIEW_COUNT >= 2
++ ivec2 iSize = textureSize(qt_aoTextureArray, 0).xy;
++ vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize);
++ return texture(qt_aoTextureArray, vec3(smpUV, qt_viewIndex)).x;
++ #else
++ ivec2 iSize = textureSize(qt_aoTexture, 0);
++ vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize);
++ return texture(qt_aoTexture, smpUV).x;
++ #endif
++ }
++
++ #else
++
++ float qt_screenSpaceAmbientOcclusionFactor()
++ {
++ return 1.0;
++ }
++
++ #endif
++
++ #endif