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-rw-r--r--advanced_lighting/9.ssao/ssao.frag45
1 files changed, 45 insertions, 0 deletions
diff --git a/advanced_lighting/9.ssao/ssao.frag b/advanced_lighting/9.ssao/ssao.frag
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+++ b/advanced_lighting/9.ssao/ssao.frag
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+#version 330 core
+
+in vert_t {
+ vec2 tex_coords;
+} vert;
+
+out float frag_color;
+
+uniform sampler2D positions;
+uniform sampler2D normals;
+uniform sampler2D noise;
+
+uniform vec3 samples[64];
+uniform mat4 projection;
+
+const vec2 noise_scale = vec2(1600.0 / 4.0, 900.0 / 4.0)
+
+void main()
+{
+ vec3 position = texture(positions, vert.tex_coords).rgb;
+ vec3 normal = texture(normals, vert.tex_coords).rgb;
+ vec3 random = texture(noise, vert.tex_coords * noise_scale).rgb;
+
+ vec3 tangent = normalize(random - normal * dot(random, normal));
+ vec3 bitangent = cross(normal, tangent);
+ mat3 TBN = mat3(tangent, bitangent, normal);
+
+ int nsamples = 64;
+ float radius = 0.5;
+ float bias = 0.025;
+ float occlusion = 0.0;
+ for (int i = 0; i < nsamples; i++) {
+ vec3 sample = TBN * samples[i];
+ sample = position + sample * radius;
+ vec4 offset = vec4(sample, 1.0);
+ offset = projection * offset;
+ offset.xyz /= offset.w;
+ offset.xyz = offset.xyz * 0.5 + 0.5;
+ float depth = texture(positions, offset.xy).z;
+ // float range_check = smoothstep(0.0, 1.0, radius / abs(position.z - depth));
+ occlusion += (depth >= sample.z + bias ? 1.0 : 0.0); // * range_check;
+ }
+ occlusion = 1.0 - (occlusion / nsamples);
+ frag_color = occlusion;
+}