diff options
Diffstat (limited to 'pbr/1.1.lighting/ssao.frag')
-rw-r--r-- | pbr/1.1.lighting/ssao.frag | 45 |
1 files changed, 0 insertions, 45 deletions
diff --git a/pbr/1.1.lighting/ssao.frag b/pbr/1.1.lighting/ssao.frag deleted file mode 100644 index dd03754..0000000 --- a/pbr/1.1.lighting/ssao.frag +++ /dev/null @@ -1,45 +0,0 @@ -#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; -} |