1import bevy_render::maths::{PI, HALF_PI};3/// Approximates single-bounce ambient occlusion to multi-bounce ambient occlusion4/// https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf#page=785fn ssao_multibounce(visibility: f32, base_color: vec3<f32>) -> vec3<f32> {6 let a = 2.0404 * base_color - 0.3324;7 let b = -4.7951 * base_color + 0.6417;8 let c = 2.7552 * base_color + 0.6903;9 let x = vec3<f32>(visibility);10 return max(x, ((x * a + b) * x + c) * x);11}