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#ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB
#define SSAO_CUSTOM_MATERIAL_GLSLLIB
#if QSSG_ENABLE_SSAO || QSSG_ENABLE_SSDO

#include "viewProperties.glsllib"
#if QSSG_ENABLE_SSDO
#include "screenSpaceDO.glsllib"

layout (std140) uniform aoShadow {
    vec4 aoProperties;
    vec4 aoProperties2;
    vec4 shadowProperties;
    vec4 aoScreenConst;
    vec4 uvToEyeConst;
    };

uniform sampler2D depthTexture;
#endif
uniform sampler2D aoTexture;

#endif  // QSSG_ENABLE_SSAO || QSSG_ENABLE_SSDO

#if QSSG_ENABLE_SSAO

float customMaterialAO()
{
#if QSSG_ENABLE_SSDO
    vec2 smpUV = (gl_FragCoord.xy) * aoScreenConst.zw;
#else
    ivec2 iSize = textureSize(aoTexture, 0);
    vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize);
#endif
    return texture(aoTexture, smpUV).x;
}

#else

float customMaterialAO()
{
    return 1.0;
}

#endif

#if QSSG_ENABLE_SSDO

float customMaterialShadow( vec3 lightDir, vec3 varWorldPos )
{
    return shadowOcclusion( depthTexture, lightDir, varWorldPos, viewMatrix, viewProjectionMatrix, shadowProperties, cameraProperties, aoScreenConst, uvToEyeConst );
}

#else

float customMaterialShadow( vec3 lightDir, vec3 varWorldPos )
{
    return 1.0;
}

#endif

#endif  // #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB
