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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;
}
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